ProjectDDD/Assets/Plugins/AllIn1SpriteShader/Shaders/AllIn1SpriteShaderLit.shader

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////////////////////////////////////////
// Generated with Better Shaders
//
// Auto-generated shader code, don't hand edit!
//
// Unity Version: 2019.4.16f1
// Render Pipeline: URP2023
// Platform: WindowsEditor
////////////////////////////////////////
Shader "AllIn1SpriteShader/AllIn1SpriteShaderLit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {} //0
_Color("Main Color", Color) = (1,1,1,1) //1
_Alpha("General Alpha", Range(0,1)) = 1 //2
_GlowColor("Glow Color", Color) = (1,1,1,1) //3
_Glow("Glow Color Intensity", Range(0,100)) = 10 //4
_GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5
[NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6
_FadeTex("Fade Texture", 2D) = "white" {} //7
_FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8
_FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9
_FadeBurnTransition("Burn Transition", Range(0.01,0.5)) = 0.075 //10
_FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11
_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12
_FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13
_OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14
_OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15
_OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16
_OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17
_OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18
[Space]
_OutlineTex("Outline Texture", 2D) = "white" {} //19
_OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20
_OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21
[Space]
_OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22
_OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23
_OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24
_OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25
_AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26
_AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27
_AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28
_AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29
_AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30
_GradBlend("Gradient Blend", Range(0,1)) = 1 //31
_GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32
_GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33
_GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34
_GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35
[NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36
[HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37
_ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38
[HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39
_ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40
[HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41
_ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42
_HsvShift("Hue Shift", Range(0, 360)) = 180 //43
_HsvSaturation("Saturation", Range(0, 2)) = 1 //44
_HsvBright("Brightness", Range(0, 2)) = 1 //45
_HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46
_HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47
[Space]
_HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48
_NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49
_PixelateSize("Pixelate size", Range(4,512)) = 32 //50
[NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51
_ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52
[Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53
_GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54
[Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55
_GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56
_PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57
_PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58
[Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59
_BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60
[Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61
_MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62
_MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63
_GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64
_GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65
_InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66
_InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67
_InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68
_InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69
_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70
[Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71
[Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72
_HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73
_HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74
_HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75
_HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76
_HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //77
_ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78
_ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79
_GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80
_FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81
_FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82
_FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83
_ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84
_ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85
_ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86
_ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87
_HandDrawnAmount("Hand Drawn Amount", Range(0, 20)) = 10 //88
_HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89
_GrassSpeed("Speed", Range(0,50)) = 2 //90
_GrassWind("Bend amount", Range(0,50)) = 20 //91
[Space]
[Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92
_GrassManualAnim("Manual Anim Value", Range(-1,1)) = 1 //93
_WaveAmount("Wave Amount", Range(0, 25)) = 7 //94
_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95
_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96
_WaveX("Wave X Axis", Range(0, 1)) = 0 //97
_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98
_RectSize("Rect Size", Range(1, 4)) = 1 //99
_OffsetUvX("X axis", Range(-1, 1)) = 0 //100
_OffsetUvY("Y axis", Range(-1, 1)) = 0 //101
_ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102
_ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103
_ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104
_ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105
_TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106
_TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107
_ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108
_DistortTex("Distortion Texture", 2D) = "white" {} //109
_DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110
_DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111
_DistortTexYSpeed("Scroll speed Y", Range(-50,50)) = 5 //112
_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113
_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114
_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115
_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116
_RotateUvAmount("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //117
_FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118
_PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119
_ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120
_ShakeUvX("X Multiplier", Range(0, 5)) = 1.5 //121
_ShakeUvY("Y Multiplier", Range(0, 5)) = 1 //122
_ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123
_ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124
[HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125
_ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126
_RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127
_RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //128
[Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129
_ZWrite ("Depth Write", Float) = 1.0 // 130
_MySrcMode ("SrcMode", Float) = 5 // 131
_MyDstMode ("DstMode", Float) = 10 // 132
_ShineColor("Shine Color", Color) = (1,1,1,1) // 133
_ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134
_ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135
_ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136
_ShineGlow("Shine Glow", Range(0,100)) = 1 // 137
[NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138
_GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139
_HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140
_GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141
_GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142
[Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143
_AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144
_GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145
_ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146
_ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147
[HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148
_ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149
_ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150
[HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151
_Contrast ("Contrast", Range(0, 6)) = 1 // 152
_Brightness ("Brightness", Range(-1, 1)) = 0 // 153
_ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154
_ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155
_GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156
_GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157
_HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158
[AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159
_OverlayTex("Overlay Texture", 2D) = "white" {} //160
_OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161
_OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162
_OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163
_RadialStartAngle("Radial Start Angle", Range(0, 360)) = 90 //164
_RadialClip("Radial Clip", Range(0, 360)) = 45 //165
_RadialClip2("Radial Clip 2", Range(0, 360)) = 0 //166
_WarpStrength("Warp Strength", Range(0, 0.1)) = 0.025 //167
_WarpSpeed("Warp Speed", Range(0, 25)) = 8 //168
_WarpScale("Warp Scale", Range(0.05, 3)) = 0.5 //169
_OverlayTextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 0.25 //170
_OverlayTextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0.25 //171
_ZTestMode ("Z Test Mode", Float) = 4
_CullingOption ("Culling Option", float) = 0
[HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0
[HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0
[HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0
_EditorDrawers("Editor Drawers", Int) = 6
[Normal][NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
_NormalStrength("Normal Strength", Range(0, 15)) = 1.0
[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) = "" {}
}
SubShader
{
Tags { "RenderPipeline"="UniversalPipeline" "RenderType" = "Opaque" "UniversalMaterialType" = "Lit" "Queue" = "Geometry" }
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
Blend One Zero, One Zero
Cull Back
ZTest LEqual
ZWrite On
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Plane" }
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW
#pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM
#pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile _ EVALUATE_SH_VERTEX
#pragma multi_compile _ EVALUATE_SH_MIXED
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// GraphKeywords: <None>
#define SHADER_PASS SHADERPASS_FORWARD
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define _PASSFORWARD 1
#define _FOG_FRAGMENT 1
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local OUTBASE_ON
#pragma shader_feature_local ONLYOUTLINE_ON
#pragma shader_feature_local GRADIENT_ON
#pragma shader_feature_local GRADIENT2COL_ON
#pragma shader_feature_local RADIALGRADIENT_ON
#pragma shader_feature_local COLORSWAP_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local CHANGECOLOR_ON
#pragma shader_feature_local CHANGECOLOR2_ON
#pragma shader_feature_local CHANGECOLOR3_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local GRADIENTCOLORRAMP_ON
#pragma shader_feature_local HITEFFECT_ON
#pragma shader_feature_local NEGATIVE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local GREYSCALE_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local BLUR_ON
#pragma shader_feature_local MOTIONBLUR_ON
#pragma shader_feature_local GHOST_ON
#pragma shader_feature_local ALPHAOUTLINE_ON
#pragma shader_feature_local INNEROUTLINE_ON
#pragma shader_feature_local ONLYINNEROUTLINE_ON
#pragma shader_feature_local HOLOGRAM_ON
#pragma shader_feature_local CHROMABERR_ON
#pragma shader_feature_local GLITCH_ON
#pragma shader_feature_local FLICKER_ON
#pragma shader_feature_local SHADOW_ON
#pragma shader_feature_local SHINE_ON
#pragma shader_feature_local CONTRAST_ON
#pragma shader_feature_local OVERLAY_ON
#pragma shader_feature_local OVERLAYMULT_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local WIND_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local RECTSIZE_ON
#pragma shader_feature_local OFFSETUV_ON
#pragma shader_feature_local CLIPPING_ON
#pragma shader_feature_local RADIALCLIPPING_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local ZOOMUV_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local WARP_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local ROTATEUV_ON
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local FISHEYE_ON
#pragma shader_feature_local PINCH_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local OUTTEX_ON
#pragma shader_feature_local OUTDIST_ON
#pragma shader_feature_local OUTBASE8DIR_ON
#pragma shader_feature_local OUTBASEPIXELPERF_ON
#pragma shader_feature_local COLORRAMPOUTLINE_ON
#pragma shader_feature_local GREYSCALEOUTLINE_ON
#pragma shader_feature_local POSTERIZEOUTLINE_ON
#pragma shader_feature_local BLURISHD_ON
#pragma shader_feature_local MANUALWIND_ON
#pragma shader_feature_local ATLAS_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature NORMALMAP_ON
#define _URP 1
#define _USINGTEXCOORD1 1
#define _USINGTEXCOORD2 1
// this has to be here or specular color will be ignored. Not in SG code
#if _SIMPLELIT
#define _SPECULAR_COLOR
#endif
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
#define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
#define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
#if defined(UNITY_COMPILER_HLSL)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
#define sampler2D_float sampler2D
#define sampler2D_half sampler2D
// data across stages, stripped like the above.
struct VertexToPixel
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
float4 texcoord0 : TEXCOORD3;
float4 texcoord1 : TEXCOORD4;
float4 texcoord2 : TEXCOORD5;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD6;
// #endif
// #if %SCREENPOSREQUIREKEY%
// float4 screenPos : TEXCOORD7;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
half4 vertexColor : COLOR;
// #endif
#if defined(LIGHTMAP_ON)
float2 lightmapUV : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
#if !defined(LIGHTMAP_ON)
float4 probeOcclusion : TEXCOORD8;
float3 sh : TEXCOORD10;
#endif
#if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
float4 fogFactorAndVertexLight : TEXCOORD11;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD12;
#endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD13;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD14;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD15;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD16;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD17;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD18;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD19;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD20;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example)
float4 positionCS : TEXCOORD22;
#endif
};
// data describing the user output of a pixel
struct Surface
{
half3 Albedo;
half Height;
half3 Normal;
half Smoothness;
half3 Emission;
half Metallic;
half3 Specular;
half Occlusion;
half SpecularPower; // for simple lighting
half Alpha;
float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
// HDRP Only
half SpecularOcclusion;
half SubsurfaceMask;
half Thickness;
half CoatMask;
half CoatSmoothness;
half Anisotropy;
half IridescenceMask;
half IridescenceThickness;
int DiffusionProfileHash;
float SpecularAAThreshold;
float SpecularAAScreenSpaceVariance;
// requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
float3 DiffuseGI;
float3 BackDiffuseGI;
float3 SpecularGI;
float ior;
float3 transmittanceColor;
float atDistance;
float transmittanceMask;
// requires _OVERRIDE_SHADOWMASK to be defines
float4 ShadowMask;
// for decals
float NormalAlpha;
float MAOSAlpha;
};
// Data the user declares in blackboard blocks
struct Blackboard
{
float blackboardDummyData;
};
// data the user might need, this will grow to be big. But easy to strip
struct ShaderData
{
float4 clipPos; // SV_POSITION
float3 localSpacePosition;
float3 localSpaceNormal;
float3 localSpaceTangent;
float3 worldSpacePosition;
float3 worldSpaceNormal;
float3 worldSpaceTangent;
float tangentSign;
float3 worldSpaceViewDir;
float3 tangentSpaceViewDir;
float4 texcoord0;
float4 texcoord1;
float4 texcoord2;
float4 texcoord3;
float2 screenUV;
float4 screenPos;
float4 vertexColor;
bool isFrontFace;
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
float3x3 TBNMatrix;
Blackboard blackboard;
};
struct VertexData
{
#if SHADER_TARGET > 30
// uint vertexID : SV_VertexID;
#endif
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
// optimize out mesh coords when not in use by user or lighting system
#if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
float4 texcoord1 : TEXCOORD1;
#endif
#if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
float4 texcoord1 : TEXCOORD1;
#endif
#if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _HDRP
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
#endif
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessVertex
{
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD5;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD6;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD7;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD8;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD9;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD10;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD11;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD12;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD14;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct ExtraV2F
{
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
Blackboard blackboard;
float4 time;
};
float3 WorldToTangentSpace(ShaderData d, float3 normal)
{
return mul(d.TBNMatrix, normal);
}
float3 TangentToWorldSpace(ShaderData d, float3 normal)
{
return mul(normal, d.TBNMatrix);
}
// in this case, make standard more like SRPs, because we can't fix
// unity_WorldToObject in HDRP, since it already does macro-fu there
#if _STANDARD
float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
#if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
#else
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
#endif
#undef GetWorldToObjectMatrix()
#define GetWorldToObjectMatrix() unity_WorldToObject
#endif
float3 GetCameraWorldPosition()
{
#if _HDRP
return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
#else
return _WorldSpaceCameraPos;
#endif
}
#if _GRABPASSUSED
#if _STANDARD
TEXTURE2D(%GRABTEXTURE%);
SAMPLER(sampler_%GRABTEXTURE%);
#endif
half3 GetSceneColor(float2 uv)
{
#if _STANDARD
return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb;
#else
return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
#endif
}
#endif
#if _STANDARD
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
#else
float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
#endif
float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
{
float eye = GetLinearEyeDepth(uv);
float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
float dt = dot(worldSpaceViewDir, camView);
float3 div = worldSpaceViewDir/dt;
float3 wpos = (eye * div) + GetCameraWorldPosition();
return wpos;
}
#if _HDRP
float3 ObjectToWorldSpacePosition(float3 pos)
{
return GetAbsolutePositionWS(TransformObjectToWorld(pos));
}
#else
float3 ObjectToWorldSpacePosition(float3 pos)
{
return TransformObjectToWorld(pos);
}
#endif
#if _STANDARD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
float3 norms = DecodeViewNormalStereo(depthNorms);
norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
return norms;
}
#elif _HDRP && !_DECALSHADER
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
NormalData nd;
DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
return nd.normalWS;
}
#elif _URP
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
return SampleSceneNormals(uv);
#else
float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
#endif
}
#endif
#if _HDRP
half3 UnpackNormalmapRGorAG(half4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
half3 UnpackNormal(half4 packednormal)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
return UnpackNormalmapRGorAG(packednormal);
#endif
}
#endif
#if _HDRP || _URP
half3 UnpackScaleNormal(half4 packednormal, half scale)
{
#ifndef UNITY_NO_DXT5nm
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
// Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
packednormal.x *= packednormal.w;
#endif
half3 normal;
normal.xy = (packednormal.xy * 2 - 1) * scale;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
#endif
void GetSun(out float3 lightDir, out float3 color)
{
lightDir = float3(0.5, 0.5, 0);
color = 1;
#if _HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
#elif _STANDARD
lightDir = normalize(_WorldSpaceLightPos0.xyz);
color = _LightColor0.rgb;
#elif _URP
Light light = GetMainLight();
lightDir = light.direction;
color = light.color;
#endif
}
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _MainTex_ST, _MainTex_TexelSize;
half _Alpha, _AlphaCutoffValue;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if FADE_ON
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if ALPHAOUTLINE_ON
half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
half4 _AlphaOutlineColor;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if GRADIENT_ON
half _GradBlend, _GradBoostX, _GradBoostY;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
#if CHANGECOLOR2_ON
half4 _ColorChangeNewCol2, _ColorChangeTarget2;
half _ColorChangeTolerance2;
#endif
#if CHANGECOLOR3_ON
half4 _ColorChangeNewCol3, _ColorChangeTarget3;
half _ColorChangeTolerance3;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity, _GreyscaleBlend;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency, _GhostBlend;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
half4 _HologramStripeColor;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
#endif
#if CONTRAST_ON
half _Contrast, _Brightness;
#endif
#if OVERLAY_ON
half4 _OverlayTex_ST, _OverlayColor;
half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
#endif
#if WAVEUV_ON
float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if RADIALCLIPPING_ON
half _RadialStartAngle, _RadialClip, _RadialClip2;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if WARP_ON
half _WarpStrength, _WarpSpeed, _WarpScale;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
float _RandomSeed;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if GLOW_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if OUTTEX_ON
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
#endif
#if OUTDIST_ON
TEXTURE2D(_OutlineDistortTex);
SAMPLER(sampler_OutlineDistortTex);
#endif
#if COLORSWAP_ON
TEXTURE2D(_ColorSwapTex);
SAMPLER(sampler_ColorSwapTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTex);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if SHINE_ON
TEXTURE2D(_ShineMask);
SAMPLER(sampler_ShineMask);
#endif
#if OVERLAY_ON
TEXTURE2D(_OverlayTex);
SAMPLER(sampler_OverlayTex);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler)
{
half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y);
half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
return col.rgb;
}
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
//-------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
//-------------------------------------------
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//BILBOARD_ON
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
v.vertex = half4(localPos, 1);
#endif
//-----------------------------------------------------------
v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex);
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
#endif
//POLARUV_ON
#if POLARUV_ON
v.texcoord0.xy = v.texcoord0.xy - center;
#endif
//----------------------------------------
//ROTATEUV_ON
#if ROTATEUV_ON
half2 uvC = v.texcoord0.xy;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= center;
v.texcoord0.xy = mul(rot, uvC);
v.texcoord0.xy += center;
#endif
//--------------------
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
#if OUTTEX_ON
v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex);
#endif
#if OUTDIST_ON
v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex);
#endif
#if DISTORT_ON
v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
half randomSeed = _RandomSeed;
float2 uvRect = d.texcoord0;
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
//CLIPPING_ON
#if CLIPPING_ON
half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
//----------------------------------
//RADIALCLIPPING_ON
#if RADIALCLIPPING_ON
half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half startAngle = _RadialStartAngle - _RadialClip;
half endAngle = _RadialStartAngle + _RadialClip2;
half offset0 = clamp(0, 360, startAngle + 360);
half offset360 = clamp(0, 360, endAngle - 360);
half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y));
half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
#endif
//-----------------------------
//TEXTURESCROLL_ON && ATLAS_ON
#if TEXTURESCROLL_ON && ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1)));
#endif
//----------------------------
//OFFSETUV_ON
#if OFFSETUV_ON
#if ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1)));
#else
d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY);
#endif
#endif
//----------------------
//POLARUV_ON
#if POLARUV_ON
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy));
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
//--------------------------------------
//TWISTUV_ON
#if TWISTUV_ON
#if ATLAS_ON
_TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV;
_TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV;
#endif
half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
d.texcoord0.xy = tempUv;
#endif
//--------------------------------------------
//FISHEYE_ON
#if FISHEYE_ON
half bind = length(centerTiled);
half2 dF = d.texcoord0.xy - centerTiled;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
//---------------------------------------------
//PINCH_ON
#if PINCH_ON
half2 dP = d.texcoord0.xy - centerTiled;
half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001);
d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
//---------------------------------------------
//ZOOMUV_ON
#if ZOOMUV_ON
d.texcoord0.xy -= centerTiled;
d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount;
d.texcoord0.xy += centerTiled;
#endif
//-----------------------------------------------
//DOODLE_ON
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor((_Time.x + randomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
//--------------------------
//SHAKEUV_ON
#if SHAKEUV_ON
half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
//-------------------------------------------
//RECTSIZE_ON
#if RECTSIZE_ON
d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
//-------------------------------------------
//DISTORT_ON
#if DISTORT_ON
#if ATLAS_ON
d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV));
d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV));
#endif
d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1;
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
//-------------------------------------------------------
//WARP_ON
#if WARP_ON
half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
const float tau = 6.283185307179586;
float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale;
float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale;
float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength;
d.texcoord0.xy += warp;
#endif
//-------------------------------------------------------
//WAVEUV_ON
#if WAVEUV_ON
float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
uvWave %= 1;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
float waveTime = _Time.y + randomSeed;
float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed));
d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0);
#endif
//----------------------------------------------------
//ROUNDWAVEUV_ON
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
//----------------------------------------------------
//WIND_ON
#if WIND_ON
half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10);
half2 windCenter = half2(0.5, 0.1);
#if ATLAS_ON
windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV;
windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV;
#endif
#if !MANUALWIND_ON
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1);
#else
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
windOffset = _GrassManualAnim;
#endif
half2 delta = d.texcoord0.xy - windCenter;
half delta2 = dot(delta.xy, delta.xy);
half2 delta_offset = delta2 * windOffset;
d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend;
#endif
//--------------------------------------------------------
//TEXTURESCROLL_ON && !ATLAS_ON
#if TEXTURESCROLL_ON && !ATLAS_ON
d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1;
d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1;
#endif
//------------------------------
//PIXELATE_ON
#if PIXELATE_ON
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize;
#endif
//--------------
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy);
half originalAlpha = col.a;
col *= d.vertexColor;
//NORMAL MAP
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
//GLITCH_ON
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0);
col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor;
#endif
//--------------------------------------
//CHROMABERR_ON
#if CHROMABERR_ON
half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor;
half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
//--------------------------------
//BLUR_ON
#if BLUR_ON
#if ATLAS_ON
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor;
#endif
#else
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor;
#endif
#endif
#endif
//--------------------
//MOTIONBLUR_ON
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
#if ATLAS_ON
_MotionBlurDist *= (_MaxXUV - _MinXUV);
#endif
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
//------------------------------------
//NEGATIVE_ON
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
//--------------
half luminance = 0;
//GREYSCALE_ON && !GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//------------------------------------
//GHOST_ON
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 ghostResult;
ghostResult.a = saturate(luminance - _GhostTransparency) * col.a;
ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost);
col = lerp(col, ghostResult, _GhostBlend);
#endif
//------------------------------------
//INNEROUTLINE_ON
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
//-------------------------------------------------------
//HITEFFECT_ON
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
//--------------------
//GRADIENT_ON
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
#if GRADIENT2COL_ON
_GradTopRightCol = _GradTopLeftCol;
_GradBotRightCol = _GradBotLeftCol;
#endif
#if RADIALGRADIENT_ON
half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5));
radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
radialDist = saturate(_GradBoostX * radialDist);
half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist);
#else
half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX));
half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor),
lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY)));
#endif
gradientResult = lerp(col, gradientResult, _GradBlend);
col.rgb = gradientResult.rgb * col.a;
col.a *= gradientResult.a;
#endif
//--------------------------------------------------------------------
//CONTRAST_ON
#if CONTRAST_ON
col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5);
col.rgb += _Brightness;
#endif
//-------------------------------------------------------------------
//COLORSWAP_ON
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity);
swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend);
#endif
//--------------------------------------------------------------------
//COLORRAMP_ON && !COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//--------------------------------------------------------------------
//CHANGECOLOR_ON
#if CHANGECOLOR_ON
float3 currChangeColor = saturate(col.rgb);
luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#if CHANGECOLOR2_ON
dif = abs(currChangeColor - _ColorChangeTarget2.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0));
#endif
#if CHANGECOLOR3_ON
dif = abs(currChangeColor - _ColorChangeTarget3.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0));
#endif
#endif
//-------------------------------------------------------
//POSTERIZE_ON && !POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//------------------------------------
//HSV_ON
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
//-------------------------------------------------------
//OVERLAY_ON
#if OVERLAY_ON
half2 overlayUvs = d.texcoord0.xy;
overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1;
overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1;
half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex));
overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow;
#if !OVERLAYMULT_ON
overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend;
col.rgb += overlayCol.rgb;
#else
overlayCol.a *= _OverlayColor.a;
col = lerp(col, col * overlayCol, _OverlayBlend);
#endif
#endif
//---------------------------------
//OUTBASE_ON
#if OUTBASE_ON
#if OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a;
half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a;
half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a;
half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a;
half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1;
d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1);
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) * _OutlineAlpha;
half4 outline = _OutlineColor * d.vertexColor.a;
outline.rgb *= _OutlineGlow;
outline.a = result;
#if ONLYOUTLINE_ON
col = outline;
#else
col = lerp(col, outline, result);
#endif
#endif
//-------------------------------------------------------
//FADE_ON
#if FADE_ON
half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex);
half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex);
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
//-------------------------------------------------------
//SHADOW_ON
#if SHADOW_ON
half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a;
half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a));
col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a));
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a);
#endif
//-------------------------------------------------------
//GLOW_ON
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0);
#else
emission = col;
#endif
col.rgb *= _GlowGlobal;
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
//-------------------------------------------------------
//COLORRAMP_ON && COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//---------------
//GREYSCALE_ON && GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//-----------------------------------
//POSTERIZE_ON && POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//-----------------------------------
//SHINE_ON
#if SHINE_ON
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
//-----------------------------------
//HOLOGRAM_ON
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
hologramYCoord = abs(hologramYCoord);
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0);
half4 hologramResult = col;
hologramResult.a *= lerp(alpha, 1, hologramMask);
hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
hologramMask = 1 - step(0.01,hologramMask);
hologramResult.rgb += hologramMask * _HologramStripeColor * col.a;
col = lerp(col, hologramResult, _HologramBlend);
#endif
//-----------------------------------
//FLICKER_ON
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
//-----------------------------------
//ALPHACUTOFF_ON
//ALPHAROUND_ON
//ALPHAOUTLINE_ON
#if ALPHAOUTLINE_ON
half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend;
col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes);
col.a = lerp(col.a, 1, alphaOutlineRes > 1);
#endif
//-------------------------------------------------------
//FOG_ON
//------------------
col *= _Color;
o.Albedo = col;
col.a *= _Alpha;
clip(col.a - _AlphaCutoffValue - 0.01);
o.Alpha = _Color.a;
}
void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
{
Ext_SurfaceFunction0(l, d);
// Ext_SurfaceFunction1(l, d);
// Ext_SurfaceFunction2(l, d);
// Ext_SurfaceFunction3(l, d);
// Ext_SurfaceFunction4(l, d);
// Ext_SurfaceFunction5(l, d);
// Ext_SurfaceFunction6(l, d);
// Ext_SurfaceFunction7(l, d);
// Ext_SurfaceFunction8(l, d);
// Ext_SurfaceFunction9(l, d);
// Ext_SurfaceFunction10(l, d);
// Ext_SurfaceFunction11(l, d);
// Ext_SurfaceFunction12(l, d);
// Ext_SurfaceFunction13(l, d);
// Ext_SurfaceFunction14(l, d);
// Ext_SurfaceFunction15(l, d);
// Ext_SurfaceFunction16(l, d);
// Ext_SurfaceFunction17(l, d);
// Ext_SurfaceFunction18(l, d);
// Ext_SurfaceFunction19(l, d);
// Ext_SurfaceFunction20(l, d);
// Ext_SurfaceFunction21(l, d);
// Ext_SurfaceFunction22(l, d);
// Ext_SurfaceFunction23(l, d);
// Ext_SurfaceFunction24(l, d);
// Ext_SurfaceFunction25(l, d);
// Ext_SurfaceFunction26(l, d);
// Ext_SurfaceFunction27(l, d);
// Ext_SurfaceFunction28(l, d);
// Ext_SurfaceFunction29(l, d);
}
#if !_DECALSHADER
void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// due to motion vectors in HDRP, we need to use the last
// time in certain spots. So if you are going to use _Time to adjust vertices,
// you need to use this time or motion vectors will break.
d.time = time;
Ext_ModifyVertex0(v, d);
// Ext_ModifyVertex1(v, d);
// Ext_ModifyVertex2(v, d);
// Ext_ModifyVertex3(v, d);
// Ext_ModifyVertex4(v, d);
// Ext_ModifyVertex5(v, d);
// Ext_ModifyVertex6(v, d);
// Ext_ModifyVertex7(v, d);
// Ext_ModifyVertex8(v, d);
// Ext_ModifyVertex9(v, d);
// Ext_ModifyVertex10(v, d);
// Ext_ModifyVertex11(v, d);
// Ext_ModifyVertex12(v, d);
// Ext_ModifyVertex13(v, d);
// Ext_ModifyVertex14(v, d);
// Ext_ModifyVertex15(v, d);
// Ext_ModifyVertex16(v, d);
// Ext_ModifyVertex17(v, d);
// Ext_ModifyVertex18(v, d);
// Ext_ModifyVertex19(v, d);
// Ext_ModifyVertex20(v, d);
// Ext_ModifyVertex21(v, d);
// Ext_ModifyVertex22(v, d);
// Ext_ModifyVertex23(v, d);
// Ext_ModifyVertex24(v, d);
// Ext_ModifyVertex25(v, d);
// Ext_ModifyVertex26(v, d);
// Ext_ModifyVertex27(v, d);
// Ext_ModifyVertex28(v, d);
// Ext_ModifyVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = v2p.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = v2p.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = v2p.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = v2p.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = v2p.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = v2p.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = v2p.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = v2p.extraV2F7;
// #endif
// Ext_ModifyTessellatedVertex0(v, d);
// Ext_ModifyTessellatedVertex1(v, d);
// Ext_ModifyTessellatedVertex2(v, d);
// Ext_ModifyTessellatedVertex3(v, d);
// Ext_ModifyTessellatedVertex4(v, d);
// Ext_ModifyTessellatedVertex5(v, d);
// Ext_ModifyTessellatedVertex6(v, d);
// Ext_ModifyTessellatedVertex7(v, d);
// Ext_ModifyTessellatedVertex8(v, d);
// Ext_ModifyTessellatedVertex9(v, d);
// Ext_ModifyTessellatedVertex10(v, d);
// Ext_ModifyTessellatedVertex11(v, d);
// Ext_ModifyTessellatedVertex12(v, d);
// Ext_ModifyTessellatedVertex13(v, d);
// Ext_ModifyTessellatedVertex14(v, d);
// Ext_ModifyTessellatedVertex15(v, d);
// Ext_ModifyTessellatedVertex16(v, d);
// Ext_ModifyTessellatedVertex17(v, d);
// Ext_ModifyTessellatedVertex18(v, d);
// Ext_ModifyTessellatedVertex19(v, d);
// Ext_ModifyTessellatedVertex20(v, d);
// Ext_ModifyTessellatedVertex21(v, d);
// Ext_ModifyTessellatedVertex22(v, d);
// Ext_ModifyTessellatedVertex23(v, d);
// Ext_ModifyTessellatedVertex24(v, d);
// Ext_ModifyTessellatedVertex25(v, d);
// Ext_ModifyTessellatedVertex26(v, d);
// Ext_ModifyTessellatedVertex27(v, d);
// Ext_ModifyTessellatedVertex28(v, d);
// Ext_ModifyTessellatedVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
{
// Ext_FinalColorForward0(l, d, color);
// Ext_FinalColorForward1(l, d, color);
// Ext_FinalColorForward2(l, d, color);
// Ext_FinalColorForward3(l, d, color);
// Ext_FinalColorForward4(l, d, color);
// Ext_FinalColorForward5(l, d, color);
// Ext_FinalColorForward6(l, d, color);
// Ext_FinalColorForward7(l, d, color);
// Ext_FinalColorForward8(l, d, color);
// Ext_FinalColorForward9(l, d, color);
// Ext_FinalColorForward10(l, d, color);
// Ext_FinalColorForward11(l, d, color);
// Ext_FinalColorForward12(l, d, color);
// Ext_FinalColorForward13(l, d, color);
// Ext_FinalColorForward14(l, d, color);
// Ext_FinalColorForward15(l, d, color);
// Ext_FinalColorForward16(l, d, color);
// Ext_FinalColorForward17(l, d, color);
// Ext_FinalColorForward18(l, d, color);
// Ext_FinalColorForward19(l, d, color);
// Ext_FinalColorForward20(l, d, color);
// Ext_FinalColorForward21(l, d, color);
// Ext_FinalColorForward22(l, d, color);
// Ext_FinalColorForward23(l, d, color);
// Ext_FinalColorForward24(l, d, color);
// Ext_FinalColorForward25(l, d, color);
// Ext_FinalColorForward26(l, d, color);
// Ext_FinalColorForward27(l, d, color);
// Ext_FinalColorForward28(l, d, color);
// Ext_FinalColorForward29(l, d, color);
}
void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
{
// Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
}
#endif
#if _DECALSHADER
ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
{
ShaderData d = (ShaderData)0;
d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
d.worldSpaceNormal = IN.WorldSpaceNormal;
d.worldSpaceTangent = IN.WorldSpaceTangent;
d.worldSpacePosition = IN.WorldSpacePosition;
d.texcoord0 = IN.uv0.xyxy;
d.screenPos = IN.ScreenPosition;
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
// #endif
return d;
}
#else
ShaderData CreateShaderData(VertexToPixel i
#if NEED_FACING
, bool facing
#endif
)
{
ShaderData d = (ShaderData)0;
d.clipPos = i.pos;
d.worldSpacePosition = i.worldPos;
d.worldSpaceNormal = normalize(i.worldNormal);
d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
d.texcoord0 = i.texcoord0;
d.texcoord1 = i.texcoord1;
d.texcoord2 = i.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
d.texcoord3 = i.texcoord3;
// #endif
// d.isFrontFace = facing;
// #if %VERTEXCOLORREQUIREKEY%
d.vertexColor = i.vertexColor;
// #endif
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenPos = i.screenPos;
// d.screenUV = (i.screenPos.xy / i.screenPos.w);
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = i.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = i.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = i.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = i.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = i.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = i.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = i.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = i.extraV2F7;
// #endif
return d;
}
#endif
#if defined(_PASSSHADOW)
float3 _LightDirection;
float3 _LightPosition;
#endif
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#define GetWorldToViewMatrix() _ViewMatrix
#define UNITY_MATRIX_I_V _InvViewMatrix
#define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix)
#define UNITY_MATRIX_I_P _InvProjMatrix
#define GetWorldToHClipMatrix() _ViewProjMatrix
#define UNITY_MATRIX_I_VP _InvViewProjMatrix
#define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix
#define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix
#define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix
void MotionVectorPositionZBias(VertexToPixel input)
{
#if UNITY_REVERSED_Z
input.pos.z -= unity_MotionVectorsParams.z * input.pos.w;
#else
input.pos.z += unity_MotionVectorsParams.z * input.pos.w;
#endif
}
#endif
// vertex shader
VertexToPixel Vert (VertexData v)
{
VertexToPixel o = (VertexToPixel)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = v;
#endif
#if !_TESSELLATION_ON
ChainModifyVertex(v, o, _Time);
#endif
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
o.texcoord3 = v.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
o.vertexColor = v.vertexColor;
// #endif
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.worldPos = positionWS;
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
// For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
#if _PASSSHADOW
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
#else
float3 lightDirectionWS = _LightDirection;
#endif
// Define shadow pass specific clip position for Universal
o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
#if UNITY_REVERSED_Z
o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#else
o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#elif _PASSMETA
o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#else
o.pos = TransformWorldToHClip(o.worldPos);
#endif
// #if %SCREENPOSREQUIREKEY%
// o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
// #endif
#if _PASSFORWARD || _PASSGBUFFER
float2 uv1 = v.texcoord1.xy;
OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
o.texcoord1.xy = uv1;
#if UNITY_VERSION < 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#if UNITY_VERSION >= 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009
OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion);
#endif
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half fogFactor = 0;
#if defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(o.pos.z);
#endif
#if _BAKEDLIT
o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
#else
half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(o);
#endif
o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (!forceNoMotion)
{
#if defined(HAVE_VFX_MODIFICATION)
float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS;
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
const bool applyDeformation = false;
#else
const bool applyDeformation = true;
#endif
#else
const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation
float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz;
#if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT)
const bool applyDeformation = true;
#else
const bool applyDeformation = hasDeformation;
#endif
#endif
// TODO
#if defined(FEATURES_GRAPH_VERTEX)
if (applyDeformation)
previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS);
else
previousPositionOS = previousMesh.positionOS;
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS);
#endif
#if defined (_ADD_PRECOMPUTED_VELOCITY)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f));
#if defined(HAVE_VFX_MODIFICATION)
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS);
#else
#if VFX_WORLD_SPACE
//previousPositionOS is already in world space
const float3 previousPositionWS = previousPositionOS;
#else
const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz;
#endif
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f));
#endif
#else
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1)));
#endif
}
#endif
return o;
}
#if _UNLIT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl"
#endif
// fragment shader
void Frag (VertexToPixel IN
, out half4 outColor : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade(IN.pos);
#endif
ShaderData d = CreateShaderData(IN
#if NEED_FACING
, facing
#endif
);
Surface l = (Surface)0;
#ifdef _DEPTHOFFSET_ON
l.outputDepth = outputDepth;
#endif
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
ChainSurfaceFunction(l, d);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
#if _USESPECULAR || _SIMPLELIT
float3 specular = l.Specular;
float metallic = 1;
#else
float3 specular = 0;
float metallic = l.Metallic;
#endif
InputData inputData = (InputData)0;
inputData.positionWS = IN.worldPos;
#if _WORLDSPACENORMAL
inputData.normalWS = l.Normal;
#else
inputData.normalWS = normalize(TangentToWorldSpace(d, l.Normal));
#endif
inputData.viewDirectionWS = SafeNormalize(d.worldSpaceViewDir);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(IN.worldPos);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#if _BAKEDLIT
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = 0;
#else
inputData.fogCoord = InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x);
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#endif
#if defined(_OVERRIDE_BAKEDGI)
inputData.bakedGI = l.DiffuseGI;
l.Emission += l.SpecularGI;
#elif _BAKEDLIT
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS);
#else
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS);
#elif defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
#if UNITY_VERSION >= 60000009
inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos);
#endif
#else
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS);
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos);
#if !_BAKEDLIT
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV);
#if defined(_OVERRIDE_SHADOWMASK)
float4 mulColor = saturate(dot(l.ShadowMask, _MainLightOcclusionProbes)); //unity_OcclusionMaskSelector));
inputData.shadowMask = mulColor;
#endif
#else
inputData.shadowMask = float4(1,1,1,1);
#endif
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUV;
#else
inputData.vertexSH = IN.sh;
#endif
#endif
#if _WORLDSPACENORMAL
float3 normalTS = WorldToTangentSpace(d, l.Normal);
#else
float3 normalTS = l.Normal;
#endif
SurfaceData surface = (SurfaceData)0;
surface.albedo = l.Albedo;
surface.metallic = saturate(metallic);
surface.specular = specular;
surface.smoothness = saturate(l.Smoothness),
surface.occlusion = l.Occlusion,
surface.emission = l.Emission,
surface.alpha = saturate(l.Alpha);
surface.clearCoatMask = 0;
surface.clearCoatSmoothness = 1;
#ifdef _CLEARCOAT
surface.clearCoatMask = saturate(l.CoatMask);
surface.clearCoatSmoothness = saturate(l.CoatSmoothness);
#endif
#if !_UNLIT
half4 color = half4(l.Albedo, l.Alpha);
#ifdef _DBUFFER
#if _BAKEDLIT
half3 bakeColor = color.rgb;
float3 bakeNormal = inputData.normalWS.xyz;
ApplyDecalToBaseColorAndNormal(IN.pos, bakeColor, bakeNormal);
color.rgb = bakeColor;
inputData.normalWS.xyz = bakeNormal;
#else
ApplyDecalToSurfaceData(IN.pos, surface, inputData);
#endif
#endif
#if _SIMPLELIT
color = UniversalFragmentBlinnPhong(
inputData,
surface);
#elif _BAKEDLIT
color = UniversalFragmentBakedLit(inputData, color.rgb, color.a, normalTS);
#else
color = UniversalFragmentPBR(inputData, surface);
#endif
#if !DISABLEFOG
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#endif
#else // unlit
#ifdef _DBUFFER
ApplyDecalToSurfaceData(IN.pos, surface, inputData);
#endif
half4 color = UniversalFragmentUnlit(inputData, l.Albedo, l.Alpha);
#if !DISABLEFOG
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#endif
#endif
ChainFinalColorForward(l, d, color);
outColor = color;
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
Blend One Zero
ZTest LEqual
ZWrite On
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Plane" }
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW
#pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM
#pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define _FOG_FRAGMENT 1
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define SHADERPASS SHADERPASS_GBUFFER
#define _PASSGBUFFER 1
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local OUTBASE_ON
#pragma shader_feature_local ONLYOUTLINE_ON
#pragma shader_feature_local GRADIENT_ON
#pragma shader_feature_local GRADIENT2COL_ON
#pragma shader_feature_local RADIALGRADIENT_ON
#pragma shader_feature_local COLORSWAP_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local CHANGECOLOR_ON
#pragma shader_feature_local CHANGECOLOR2_ON
#pragma shader_feature_local CHANGECOLOR3_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local GRADIENTCOLORRAMP_ON
#pragma shader_feature_local HITEFFECT_ON
#pragma shader_feature_local NEGATIVE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local GREYSCALE_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local BLUR_ON
#pragma shader_feature_local MOTIONBLUR_ON
#pragma shader_feature_local GHOST_ON
#pragma shader_feature_local ALPHAOUTLINE_ON
#pragma shader_feature_local INNEROUTLINE_ON
#pragma shader_feature_local ONLYINNEROUTLINE_ON
#pragma shader_feature_local HOLOGRAM_ON
#pragma shader_feature_local CHROMABERR_ON
#pragma shader_feature_local GLITCH_ON
#pragma shader_feature_local FLICKER_ON
#pragma shader_feature_local SHADOW_ON
#pragma shader_feature_local SHINE_ON
#pragma shader_feature_local CONTRAST_ON
#pragma shader_feature_local OVERLAY_ON
#pragma shader_feature_local OVERLAYMULT_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local WIND_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local RECTSIZE_ON
#pragma shader_feature_local OFFSETUV_ON
#pragma shader_feature_local CLIPPING_ON
#pragma shader_feature_local RADIALCLIPPING_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local ZOOMUV_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local WARP_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local ROTATEUV_ON
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local FISHEYE_ON
#pragma shader_feature_local PINCH_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local OUTTEX_ON
#pragma shader_feature_local OUTDIST_ON
#pragma shader_feature_local OUTBASE8DIR_ON
#pragma shader_feature_local OUTBASEPIXELPERF_ON
#pragma shader_feature_local COLORRAMPOUTLINE_ON
#pragma shader_feature_local GREYSCALEOUTLINE_ON
#pragma shader_feature_local POSTERIZEOUTLINE_ON
#pragma shader_feature_local BLURISHD_ON
#pragma shader_feature_local MANUALWIND_ON
#pragma shader_feature_local ATLAS_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature NORMALMAP_ON
#define _URP 1
#define _USINGTEXCOORD1 1
#define _USINGTEXCOORD2 1
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
#define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
#define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
#if defined(UNITY_COMPILER_HLSL)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
#define sampler2D_float sampler2D
#define sampler2D_half sampler2D
// data across stages, stripped like the above.
struct VertexToPixel
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
float4 texcoord0 : TEXCOORD3;
float4 texcoord1 : TEXCOORD4;
float4 texcoord2 : TEXCOORD5;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD6;
// #endif
// #if %SCREENPOSREQUIREKEY%
// float4 screenPos : TEXCOORD7;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
half4 vertexColor : COLOR;
// #endif
#if defined(LIGHTMAP_ON)
float2 lightmapUV : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
#if !defined(LIGHTMAP_ON)
float4 probeOcclusion : TEXCOORD8;
float3 sh : TEXCOORD10;
#endif
#if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
float4 fogFactorAndVertexLight : TEXCOORD11;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD12;
#endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD13;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD14;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD15;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD16;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD17;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD18;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD19;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD20;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example)
float4 positionCS : TEXCOORD22;
#endif
};
// data describing the user output of a pixel
struct Surface
{
half3 Albedo;
half Height;
half3 Normal;
half Smoothness;
half3 Emission;
half Metallic;
half3 Specular;
half Occlusion;
half SpecularPower; // for simple lighting
half Alpha;
float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
// HDRP Only
half SpecularOcclusion;
half SubsurfaceMask;
half Thickness;
half CoatMask;
half CoatSmoothness;
half Anisotropy;
half IridescenceMask;
half IridescenceThickness;
int DiffusionProfileHash;
float SpecularAAThreshold;
float SpecularAAScreenSpaceVariance;
// requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
float3 DiffuseGI;
float3 BackDiffuseGI;
float3 SpecularGI;
float ior;
float3 transmittanceColor;
float atDistance;
float transmittanceMask;
// requires _OVERRIDE_SHADOWMASK to be defines
float4 ShadowMask;
// for decals
float NormalAlpha;
float MAOSAlpha;
};
// Data the user declares in blackboard blocks
struct Blackboard
{
float blackboardDummyData;
};
// data the user might need, this will grow to be big. But easy to strip
struct ShaderData
{
float4 clipPos; // SV_POSITION
float3 localSpacePosition;
float3 localSpaceNormal;
float3 localSpaceTangent;
float3 worldSpacePosition;
float3 worldSpaceNormal;
float3 worldSpaceTangent;
float tangentSign;
float3 worldSpaceViewDir;
float3 tangentSpaceViewDir;
float4 texcoord0;
float4 texcoord1;
float4 texcoord2;
float4 texcoord3;
float2 screenUV;
float4 screenPos;
float4 vertexColor;
bool isFrontFace;
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
float3x3 TBNMatrix;
Blackboard blackboard;
};
struct VertexData
{
#if SHADER_TARGET > 30
// uint vertexID : SV_VertexID;
#endif
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
// optimize out mesh coords when not in use by user or lighting system
#if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
float4 texcoord1 : TEXCOORD1;
#endif
#if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
float4 texcoord1 : TEXCOORD1;
#endif
#if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _HDRP
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
#endif
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessVertex
{
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD5;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD6;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD7;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD8;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD9;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD10;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD11;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD12;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD14;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct ExtraV2F
{
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
Blackboard blackboard;
float4 time;
};
float3 WorldToTangentSpace(ShaderData d, float3 normal)
{
return mul(d.TBNMatrix, normal);
}
float3 TangentToWorldSpace(ShaderData d, float3 normal)
{
return mul(normal, d.TBNMatrix);
}
// in this case, make standard more like SRPs, because we can't fix
// unity_WorldToObject in HDRP, since it already does macro-fu there
#if _STANDARD
float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
#if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
#else
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
#endif
#undef GetWorldToObjectMatrix()
#define GetWorldToObjectMatrix() unity_WorldToObject
#endif
float3 GetCameraWorldPosition()
{
#if _HDRP
return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
#else
return _WorldSpaceCameraPos;
#endif
}
#if _GRABPASSUSED
#if _STANDARD
TEXTURE2D(%GRABTEXTURE%);
SAMPLER(sampler_%GRABTEXTURE%);
#endif
half3 GetSceneColor(float2 uv)
{
#if _STANDARD
return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb;
#else
return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
#endif
}
#endif
#if _STANDARD
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
#else
float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
#endif
float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
{
float eye = GetLinearEyeDepth(uv);
float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
float dt = dot(worldSpaceViewDir, camView);
float3 div = worldSpaceViewDir/dt;
float3 wpos = (eye * div) + GetCameraWorldPosition();
return wpos;
}
#if _HDRP
float3 ObjectToWorldSpacePosition(float3 pos)
{
return GetAbsolutePositionWS(TransformObjectToWorld(pos));
}
#else
float3 ObjectToWorldSpacePosition(float3 pos)
{
return TransformObjectToWorld(pos);
}
#endif
#if _STANDARD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
float3 norms = DecodeViewNormalStereo(depthNorms);
norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
return norms;
}
#elif _HDRP && !_DECALSHADER
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
NormalData nd;
DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
return nd.normalWS;
}
#elif _URP
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
return SampleSceneNormals(uv);
#else
float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
#endif
}
#endif
#if _HDRP
half3 UnpackNormalmapRGorAG(half4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
half3 UnpackNormal(half4 packednormal)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
return UnpackNormalmapRGorAG(packednormal);
#endif
}
#endif
#if _HDRP || _URP
half3 UnpackScaleNormal(half4 packednormal, half scale)
{
#ifndef UNITY_NO_DXT5nm
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
// Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
packednormal.x *= packednormal.w;
#endif
half3 normal;
normal.xy = (packednormal.xy * 2 - 1) * scale;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
#endif
void GetSun(out float3 lightDir, out float3 color)
{
lightDir = float3(0.5, 0.5, 0);
color = 1;
#if _HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
#elif _STANDARD
lightDir = normalize(_WorldSpaceLightPos0.xyz);
color = _LightColor0.rgb;
#elif _URP
Light light = GetMainLight();
lightDir = light.direction;
color = light.color;
#endif
}
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _MainTex_ST, _MainTex_TexelSize;
half _Alpha, _AlphaCutoffValue;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if FADE_ON
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if ALPHAOUTLINE_ON
half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
half4 _AlphaOutlineColor;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if GRADIENT_ON
half _GradBlend, _GradBoostX, _GradBoostY;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
#if CHANGECOLOR2_ON
half4 _ColorChangeNewCol2, _ColorChangeTarget2;
half _ColorChangeTolerance2;
#endif
#if CHANGECOLOR3_ON
half4 _ColorChangeNewCol3, _ColorChangeTarget3;
half _ColorChangeTolerance3;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity, _GreyscaleBlend;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency, _GhostBlend;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
half4 _HologramStripeColor;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
#endif
#if CONTRAST_ON
half _Contrast, _Brightness;
#endif
#if OVERLAY_ON
half4 _OverlayTex_ST, _OverlayColor;
half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
#endif
#if WAVEUV_ON
float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if RADIALCLIPPING_ON
half _RadialStartAngle, _RadialClip, _RadialClip2;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if WARP_ON
half _WarpStrength, _WarpSpeed, _WarpScale;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
float _RandomSeed;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if GLOW_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if OUTTEX_ON
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
#endif
#if OUTDIST_ON
TEXTURE2D(_OutlineDistortTex);
SAMPLER(sampler_OutlineDistortTex);
#endif
#if COLORSWAP_ON
TEXTURE2D(_ColorSwapTex);
SAMPLER(sampler_ColorSwapTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTex);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if SHINE_ON
TEXTURE2D(_ShineMask);
SAMPLER(sampler_ShineMask);
#endif
#if OVERLAY_ON
TEXTURE2D(_OverlayTex);
SAMPLER(sampler_OverlayTex);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler)
{
half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y);
half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
return col.rgb;
}
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
//-------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
//-------------------------------------------
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//BILBOARD_ON
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
v.vertex = half4(localPos, 1);
#endif
//-----------------------------------------------------------
v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex);
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
#endif
//POLARUV_ON
#if POLARUV_ON
v.texcoord0.xy = v.texcoord0.xy - center;
#endif
//----------------------------------------
//ROTATEUV_ON
#if ROTATEUV_ON
half2 uvC = v.texcoord0.xy;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= center;
v.texcoord0.xy = mul(rot, uvC);
v.texcoord0.xy += center;
#endif
//--------------------
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
#if OUTTEX_ON
v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex);
#endif
#if OUTDIST_ON
v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex);
#endif
#if DISTORT_ON
v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
half randomSeed = _RandomSeed;
float2 uvRect = d.texcoord0;
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
//CLIPPING_ON
#if CLIPPING_ON
half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
//----------------------------------
//RADIALCLIPPING_ON
#if RADIALCLIPPING_ON
half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half startAngle = _RadialStartAngle - _RadialClip;
half endAngle = _RadialStartAngle + _RadialClip2;
half offset0 = clamp(0, 360, startAngle + 360);
half offset360 = clamp(0, 360, endAngle - 360);
half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y));
half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
#endif
//-----------------------------
//TEXTURESCROLL_ON && ATLAS_ON
#if TEXTURESCROLL_ON && ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1)));
#endif
//----------------------------
//OFFSETUV_ON
#if OFFSETUV_ON
#if ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1)));
#else
d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY);
#endif
#endif
//----------------------
//POLARUV_ON
#if POLARUV_ON
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy));
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
//--------------------------------------
//TWISTUV_ON
#if TWISTUV_ON
#if ATLAS_ON
_TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV;
_TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV;
#endif
half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
d.texcoord0.xy = tempUv;
#endif
//--------------------------------------------
//FISHEYE_ON
#if FISHEYE_ON
half bind = length(centerTiled);
half2 dF = d.texcoord0.xy - centerTiled;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
//---------------------------------------------
//PINCH_ON
#if PINCH_ON
half2 dP = d.texcoord0.xy - centerTiled;
half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001);
d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
//---------------------------------------------
//ZOOMUV_ON
#if ZOOMUV_ON
d.texcoord0.xy -= centerTiled;
d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount;
d.texcoord0.xy += centerTiled;
#endif
//-----------------------------------------------
//DOODLE_ON
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor((_Time.x + randomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
//--------------------------
//SHAKEUV_ON
#if SHAKEUV_ON
half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
//-------------------------------------------
//RECTSIZE_ON
#if RECTSIZE_ON
d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
//-------------------------------------------
//DISTORT_ON
#if DISTORT_ON
#if ATLAS_ON
d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV));
d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV));
#endif
d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1;
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
//-------------------------------------------------------
//WARP_ON
#if WARP_ON
half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
const float tau = 6.283185307179586;
float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale;
float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale;
float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength;
d.texcoord0.xy += warp;
#endif
//-------------------------------------------------------
//WAVEUV_ON
#if WAVEUV_ON
float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
uvWave %= 1;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
float waveTime = _Time.y + randomSeed;
float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed));
d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0);
#endif
//----------------------------------------------------
//ROUNDWAVEUV_ON
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
//----------------------------------------------------
//WIND_ON
#if WIND_ON
half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10);
half2 windCenter = half2(0.5, 0.1);
#if ATLAS_ON
windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV;
windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV;
#endif
#if !MANUALWIND_ON
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1);
#else
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
windOffset = _GrassManualAnim;
#endif
half2 delta = d.texcoord0.xy - windCenter;
half delta2 = dot(delta.xy, delta.xy);
half2 delta_offset = delta2 * windOffset;
d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend;
#endif
//--------------------------------------------------------
//TEXTURESCROLL_ON && !ATLAS_ON
#if TEXTURESCROLL_ON && !ATLAS_ON
d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1;
d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1;
#endif
//------------------------------
//PIXELATE_ON
#if PIXELATE_ON
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize;
#endif
//--------------
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy);
half originalAlpha = col.a;
col *= d.vertexColor;
//NORMAL MAP
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
//GLITCH_ON
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0);
col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor;
#endif
//--------------------------------------
//CHROMABERR_ON
#if CHROMABERR_ON
half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor;
half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
//--------------------------------
//BLUR_ON
#if BLUR_ON
#if ATLAS_ON
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor;
#endif
#else
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor;
#endif
#endif
#endif
//--------------------
//MOTIONBLUR_ON
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
#if ATLAS_ON
_MotionBlurDist *= (_MaxXUV - _MinXUV);
#endif
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
//------------------------------------
//NEGATIVE_ON
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
//--------------
half luminance = 0;
//GREYSCALE_ON && !GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//------------------------------------
//GHOST_ON
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 ghostResult;
ghostResult.a = saturate(luminance - _GhostTransparency) * col.a;
ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost);
col = lerp(col, ghostResult, _GhostBlend);
#endif
//------------------------------------
//INNEROUTLINE_ON
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
//-------------------------------------------------------
//HITEFFECT_ON
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
//--------------------
//GRADIENT_ON
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
#if GRADIENT2COL_ON
_GradTopRightCol = _GradTopLeftCol;
_GradBotRightCol = _GradBotLeftCol;
#endif
#if RADIALGRADIENT_ON
half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5));
radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
radialDist = saturate(_GradBoostX * radialDist);
half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist);
#else
half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX));
half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor),
lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY)));
#endif
gradientResult = lerp(col, gradientResult, _GradBlend);
col.rgb = gradientResult.rgb * col.a;
col.a *= gradientResult.a;
#endif
//--------------------------------------------------------------------
//CONTRAST_ON
#if CONTRAST_ON
col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5);
col.rgb += _Brightness;
#endif
//-------------------------------------------------------------------
//COLORSWAP_ON
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity);
swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend);
#endif
//--------------------------------------------------------------------
//COLORRAMP_ON && !COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//--------------------------------------------------------------------
//CHANGECOLOR_ON
#if CHANGECOLOR_ON
float3 currChangeColor = saturate(col.rgb);
luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#if CHANGECOLOR2_ON
dif = abs(currChangeColor - _ColorChangeTarget2.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0));
#endif
#if CHANGECOLOR3_ON
dif = abs(currChangeColor - _ColorChangeTarget3.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0));
#endif
#endif
//-------------------------------------------------------
//POSTERIZE_ON && !POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//------------------------------------
//HSV_ON
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
//-------------------------------------------------------
//OVERLAY_ON
#if OVERLAY_ON
half2 overlayUvs = d.texcoord0.xy;
overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1;
overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1;
half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex));
overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow;
#if !OVERLAYMULT_ON
overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend;
col.rgb += overlayCol.rgb;
#else
overlayCol.a *= _OverlayColor.a;
col = lerp(col, col * overlayCol, _OverlayBlend);
#endif
#endif
//---------------------------------
//OUTBASE_ON
#if OUTBASE_ON
#if OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a;
half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a;
half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a;
half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a;
half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1;
d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1);
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) * _OutlineAlpha;
half4 outline = _OutlineColor * d.vertexColor.a;
outline.rgb *= _OutlineGlow;
outline.a = result;
#if ONLYOUTLINE_ON
col = outline;
#else
col = lerp(col, outline, result);
#endif
#endif
//-------------------------------------------------------
//FADE_ON
#if FADE_ON
half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex);
half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex);
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
//-------------------------------------------------------
//SHADOW_ON
#if SHADOW_ON
half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a;
half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a));
col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a));
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a);
#endif
//-------------------------------------------------------
//GLOW_ON
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0);
#else
emission = col;
#endif
col.rgb *= _GlowGlobal;
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
//-------------------------------------------------------
//COLORRAMP_ON && COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//---------------
//GREYSCALE_ON && GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//-----------------------------------
//POSTERIZE_ON && POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//-----------------------------------
//SHINE_ON
#if SHINE_ON
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
//-----------------------------------
//HOLOGRAM_ON
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
hologramYCoord = abs(hologramYCoord);
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0);
half4 hologramResult = col;
hologramResult.a *= lerp(alpha, 1, hologramMask);
hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
hologramMask = 1 - step(0.01,hologramMask);
hologramResult.rgb += hologramMask * _HologramStripeColor * col.a;
col = lerp(col, hologramResult, _HologramBlend);
#endif
//-----------------------------------
//FLICKER_ON
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
//-----------------------------------
//ALPHACUTOFF_ON
//ALPHAROUND_ON
//ALPHAOUTLINE_ON
#if ALPHAOUTLINE_ON
half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend;
col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes);
col.a = lerp(col.a, 1, alphaOutlineRes > 1);
#endif
//-------------------------------------------------------
//FOG_ON
//------------------
col *= _Color;
o.Albedo = col;
col.a *= _Alpha;
clip(col.a - _AlphaCutoffValue - 0.01);
o.Alpha = _Color.a;
}
void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
{
Ext_SurfaceFunction0(l, d);
// Ext_SurfaceFunction1(l, d);
// Ext_SurfaceFunction2(l, d);
// Ext_SurfaceFunction3(l, d);
// Ext_SurfaceFunction4(l, d);
// Ext_SurfaceFunction5(l, d);
// Ext_SurfaceFunction6(l, d);
// Ext_SurfaceFunction7(l, d);
// Ext_SurfaceFunction8(l, d);
// Ext_SurfaceFunction9(l, d);
// Ext_SurfaceFunction10(l, d);
// Ext_SurfaceFunction11(l, d);
// Ext_SurfaceFunction12(l, d);
// Ext_SurfaceFunction13(l, d);
// Ext_SurfaceFunction14(l, d);
// Ext_SurfaceFunction15(l, d);
// Ext_SurfaceFunction16(l, d);
// Ext_SurfaceFunction17(l, d);
// Ext_SurfaceFunction18(l, d);
// Ext_SurfaceFunction19(l, d);
// Ext_SurfaceFunction20(l, d);
// Ext_SurfaceFunction21(l, d);
// Ext_SurfaceFunction22(l, d);
// Ext_SurfaceFunction23(l, d);
// Ext_SurfaceFunction24(l, d);
// Ext_SurfaceFunction25(l, d);
// Ext_SurfaceFunction26(l, d);
// Ext_SurfaceFunction27(l, d);
// Ext_SurfaceFunction28(l, d);
// Ext_SurfaceFunction29(l, d);
}
#if !_DECALSHADER
void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// due to motion vectors in HDRP, we need to use the last
// time in certain spots. So if you are going to use _Time to adjust vertices,
// you need to use this time or motion vectors will break.
d.time = time;
Ext_ModifyVertex0(v, d);
// Ext_ModifyVertex1(v, d);
// Ext_ModifyVertex2(v, d);
// Ext_ModifyVertex3(v, d);
// Ext_ModifyVertex4(v, d);
// Ext_ModifyVertex5(v, d);
// Ext_ModifyVertex6(v, d);
// Ext_ModifyVertex7(v, d);
// Ext_ModifyVertex8(v, d);
// Ext_ModifyVertex9(v, d);
// Ext_ModifyVertex10(v, d);
// Ext_ModifyVertex11(v, d);
// Ext_ModifyVertex12(v, d);
// Ext_ModifyVertex13(v, d);
// Ext_ModifyVertex14(v, d);
// Ext_ModifyVertex15(v, d);
// Ext_ModifyVertex16(v, d);
// Ext_ModifyVertex17(v, d);
// Ext_ModifyVertex18(v, d);
// Ext_ModifyVertex19(v, d);
// Ext_ModifyVertex20(v, d);
// Ext_ModifyVertex21(v, d);
// Ext_ModifyVertex22(v, d);
// Ext_ModifyVertex23(v, d);
// Ext_ModifyVertex24(v, d);
// Ext_ModifyVertex25(v, d);
// Ext_ModifyVertex26(v, d);
// Ext_ModifyVertex27(v, d);
// Ext_ModifyVertex28(v, d);
// Ext_ModifyVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = v2p.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = v2p.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = v2p.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = v2p.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = v2p.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = v2p.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = v2p.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = v2p.extraV2F7;
// #endif
// Ext_ModifyTessellatedVertex0(v, d);
// Ext_ModifyTessellatedVertex1(v, d);
// Ext_ModifyTessellatedVertex2(v, d);
// Ext_ModifyTessellatedVertex3(v, d);
// Ext_ModifyTessellatedVertex4(v, d);
// Ext_ModifyTessellatedVertex5(v, d);
// Ext_ModifyTessellatedVertex6(v, d);
// Ext_ModifyTessellatedVertex7(v, d);
// Ext_ModifyTessellatedVertex8(v, d);
// Ext_ModifyTessellatedVertex9(v, d);
// Ext_ModifyTessellatedVertex10(v, d);
// Ext_ModifyTessellatedVertex11(v, d);
// Ext_ModifyTessellatedVertex12(v, d);
// Ext_ModifyTessellatedVertex13(v, d);
// Ext_ModifyTessellatedVertex14(v, d);
// Ext_ModifyTessellatedVertex15(v, d);
// Ext_ModifyTessellatedVertex16(v, d);
// Ext_ModifyTessellatedVertex17(v, d);
// Ext_ModifyTessellatedVertex18(v, d);
// Ext_ModifyTessellatedVertex19(v, d);
// Ext_ModifyTessellatedVertex20(v, d);
// Ext_ModifyTessellatedVertex21(v, d);
// Ext_ModifyTessellatedVertex22(v, d);
// Ext_ModifyTessellatedVertex23(v, d);
// Ext_ModifyTessellatedVertex24(v, d);
// Ext_ModifyTessellatedVertex25(v, d);
// Ext_ModifyTessellatedVertex26(v, d);
// Ext_ModifyTessellatedVertex27(v, d);
// Ext_ModifyTessellatedVertex28(v, d);
// Ext_ModifyTessellatedVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
{
// Ext_FinalColorForward0(l, d, color);
// Ext_FinalColorForward1(l, d, color);
// Ext_FinalColorForward2(l, d, color);
// Ext_FinalColorForward3(l, d, color);
// Ext_FinalColorForward4(l, d, color);
// Ext_FinalColorForward5(l, d, color);
// Ext_FinalColorForward6(l, d, color);
// Ext_FinalColorForward7(l, d, color);
// Ext_FinalColorForward8(l, d, color);
// Ext_FinalColorForward9(l, d, color);
// Ext_FinalColorForward10(l, d, color);
// Ext_FinalColorForward11(l, d, color);
// Ext_FinalColorForward12(l, d, color);
// Ext_FinalColorForward13(l, d, color);
// Ext_FinalColorForward14(l, d, color);
// Ext_FinalColorForward15(l, d, color);
// Ext_FinalColorForward16(l, d, color);
// Ext_FinalColorForward17(l, d, color);
// Ext_FinalColorForward18(l, d, color);
// Ext_FinalColorForward19(l, d, color);
// Ext_FinalColorForward20(l, d, color);
// Ext_FinalColorForward21(l, d, color);
// Ext_FinalColorForward22(l, d, color);
// Ext_FinalColorForward23(l, d, color);
// Ext_FinalColorForward24(l, d, color);
// Ext_FinalColorForward25(l, d, color);
// Ext_FinalColorForward26(l, d, color);
// Ext_FinalColorForward27(l, d, color);
// Ext_FinalColorForward28(l, d, color);
// Ext_FinalColorForward29(l, d, color);
}
void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
{
// Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
}
#endif
#if _DECALSHADER
ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
{
ShaderData d = (ShaderData)0;
d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
d.worldSpaceNormal = IN.WorldSpaceNormal;
d.worldSpaceTangent = IN.WorldSpaceTangent;
d.worldSpacePosition = IN.WorldSpacePosition;
d.texcoord0 = IN.uv0.xyxy;
d.screenPos = IN.ScreenPosition;
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
// #endif
return d;
}
#else
ShaderData CreateShaderData(VertexToPixel i
#if NEED_FACING
, bool facing
#endif
)
{
ShaderData d = (ShaderData)0;
d.clipPos = i.pos;
d.worldSpacePosition = i.worldPos;
d.worldSpaceNormal = normalize(i.worldNormal);
d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
d.texcoord0 = i.texcoord0;
d.texcoord1 = i.texcoord1;
d.texcoord2 = i.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
d.texcoord3 = i.texcoord3;
// #endif
// d.isFrontFace = facing;
// #if %VERTEXCOLORREQUIREKEY%
d.vertexColor = i.vertexColor;
// #endif
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenPos = i.screenPos;
// d.screenUV = (i.screenPos.xy / i.screenPos.w);
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = i.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = i.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = i.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = i.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = i.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = i.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = i.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = i.extraV2F7;
// #endif
return d;
}
#endif
#if defined(_PASSSHADOW)
float3 _LightDirection;
float3 _LightPosition;
#endif
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#define GetWorldToViewMatrix() _ViewMatrix
#define UNITY_MATRIX_I_V _InvViewMatrix
#define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix)
#define UNITY_MATRIX_I_P _InvProjMatrix
#define GetWorldToHClipMatrix() _ViewProjMatrix
#define UNITY_MATRIX_I_VP _InvViewProjMatrix
#define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix
#define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix
#define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix
void MotionVectorPositionZBias(VertexToPixel input)
{
#if UNITY_REVERSED_Z
input.pos.z -= unity_MotionVectorsParams.z * input.pos.w;
#else
input.pos.z += unity_MotionVectorsParams.z * input.pos.w;
#endif
}
#endif
// vertex shader
VertexToPixel Vert (VertexData v)
{
VertexToPixel o = (VertexToPixel)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = v;
#endif
#if !_TESSELLATION_ON
ChainModifyVertex(v, o, _Time);
#endif
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
o.texcoord3 = v.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
o.vertexColor = v.vertexColor;
// #endif
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.worldPos = positionWS;
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
// For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
#if _PASSSHADOW
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
#else
float3 lightDirectionWS = _LightDirection;
#endif
// Define shadow pass specific clip position for Universal
o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
#if UNITY_REVERSED_Z
o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#else
o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#elif _PASSMETA
o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#else
o.pos = TransformWorldToHClip(o.worldPos);
#endif
// #if %SCREENPOSREQUIREKEY%
// o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
// #endif
#if _PASSFORWARD || _PASSGBUFFER
float2 uv1 = v.texcoord1.xy;
OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
o.texcoord1.xy = uv1;
#if UNITY_VERSION < 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#if UNITY_VERSION >= 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009
OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion);
#endif
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half fogFactor = 0;
#if defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(o.pos.z);
#endif
#if _BAKEDLIT
o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
#else
half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(o);
#endif
o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (!forceNoMotion)
{
#if defined(HAVE_VFX_MODIFICATION)
float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS;
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
const bool applyDeformation = false;
#else
const bool applyDeformation = true;
#endif
#else
const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation
float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz;
#if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT)
const bool applyDeformation = true;
#else
const bool applyDeformation = hasDeformation;
#endif
#endif
// TODO
#if defined(FEATURES_GRAPH_VERTEX)
if (applyDeformation)
previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS);
else
previousPositionOS = previousMesh.positionOS;
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS);
#endif
#if defined (_ADD_PRECOMPUTED_VELOCITY)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f));
#if defined(HAVE_VFX_MODIFICATION)
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS);
#else
#if VFX_WORLD_SPACE
//previousPositionOS is already in world space
const float3 previousPositionWS = previousPositionOS;
#else
const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz;
#endif
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f));
#endif
#else
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1)));
#endif
}
#endif
return o;
}
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
// fragment shader
FragmentOutput Frag (VertexToPixel IN
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade(IN.pos);
#endif
ShaderData d = CreateShaderData(IN
#if NEED_FACING
, facing
#endif
);
Surface l = (Surface)0;
#ifdef _DEPTHOFFSET_ON
l.outputDepth = outputDepth;
#endif
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
ChainSurfaceFunction(l, d);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
#if _USESPECULAR || _SIMPLELIT
float3 specular = l.Specular;
float metallic = 0;
#else
float3 specular = 0;
float metallic = l.Metallic;
#endif
InputData inputData = (InputData)0;
inputData.positionWS = IN.worldPos;
#if _WORLDSPACENORMAL
inputData.normalWS = l.Normal;
#else
inputData.normalWS = normalize(TangentToWorldSpace(d, l.Normal));
#endif
inputData.viewDirectionWS = SafeNormalize(d.worldSpaceViewDir);
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
//inputData.fogCoord = IN.fogFactorAndVertexLight.x;
InitializeInputDataFog(float4(IN.worldPos, 1.0), IN.fogFactorAndVertexLight.x);
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(_OVERRIDE_BAKEDGI)
inputData.bakedGI = l.DiffuseGI;
l.Emission += l.SpecularGI;
#else
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.dynamicLightmapUV.xy, IN.sh, inputData.normalWS);
#elif defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
#if UNITY_VERSION >= 60000009
inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos, IN.probeOcclusion, inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(IN.sh, IN.worldPos, inputData.normalWS, inputData.viewDirectionWS, IN.pos);
#endif
#else
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.sh, inputData.normalWS);
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.pos);
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUV);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUV;
#else
inputData.vertexSH = IN.sh;
#endif
#endif
#ifdef _DBUFFER
ApplyDecal(IN.pos,
l.Albedo,
specular,
inputData.normalWS,
metallic,
l.Occlusion,
l.Smoothness);
#endif
BRDFData brdfData;
InitializeBRDFData(l.Albedo, metallic, specular, l.Smoothness, l.Alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, l.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
return BRDFDataToGbuffer(brdfData, inputData, l.Smoothness, l.Emission + color, l.Occlusion);
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// Render State
Blend One Zero, One Zero
Cull Back
ZTest LEqual
ZWrite On
// ColorMask: <None>
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Plane" }
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define _PASSSHADOW 1
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local OUTBASE_ON
#pragma shader_feature_local ONLYOUTLINE_ON
#pragma shader_feature_local GRADIENT_ON
#pragma shader_feature_local GRADIENT2COL_ON
#pragma shader_feature_local RADIALGRADIENT_ON
#pragma shader_feature_local COLORSWAP_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local CHANGECOLOR_ON
#pragma shader_feature_local CHANGECOLOR2_ON
#pragma shader_feature_local CHANGECOLOR3_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local GRADIENTCOLORRAMP_ON
#pragma shader_feature_local HITEFFECT_ON
#pragma shader_feature_local NEGATIVE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local GREYSCALE_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local BLUR_ON
#pragma shader_feature_local MOTIONBLUR_ON
#pragma shader_feature_local GHOST_ON
#pragma shader_feature_local ALPHAOUTLINE_ON
#pragma shader_feature_local INNEROUTLINE_ON
#pragma shader_feature_local ONLYINNEROUTLINE_ON
#pragma shader_feature_local HOLOGRAM_ON
#pragma shader_feature_local CHROMABERR_ON
#pragma shader_feature_local GLITCH_ON
#pragma shader_feature_local FLICKER_ON
#pragma shader_feature_local SHADOW_ON
#pragma shader_feature_local SHINE_ON
#pragma shader_feature_local CONTRAST_ON
#pragma shader_feature_local OVERLAY_ON
#pragma shader_feature_local OVERLAYMULT_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local WIND_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local RECTSIZE_ON
#pragma shader_feature_local OFFSETUV_ON
#pragma shader_feature_local CLIPPING_ON
#pragma shader_feature_local RADIALCLIPPING_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local ZOOMUV_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local WARP_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local ROTATEUV_ON
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local FISHEYE_ON
#pragma shader_feature_local PINCH_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local OUTTEX_ON
#pragma shader_feature_local OUTDIST_ON
#pragma shader_feature_local OUTBASE8DIR_ON
#pragma shader_feature_local OUTBASEPIXELPERF_ON
#pragma shader_feature_local COLORRAMPOUTLINE_ON
#pragma shader_feature_local GREYSCALEOUTLINE_ON
#pragma shader_feature_local POSTERIZEOUTLINE_ON
#pragma shader_feature_local BLURISHD_ON
#pragma shader_feature_local MANUALWIND_ON
#pragma shader_feature_local ATLAS_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature NORMALMAP_ON
#define _URP 1
#define _USINGTEXCOORD1 1
#define _USINGTEXCOORD2 1
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
#define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
#define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
#if defined(UNITY_COMPILER_HLSL)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
#define sampler2D_float sampler2D
#define sampler2D_half sampler2D
// data across stages, stripped like the above.
struct VertexToPixel
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
float4 texcoord0 : TEXCOORD3;
float4 texcoord1 : TEXCOORD4;
float4 texcoord2 : TEXCOORD5;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD6;
// #endif
// #if %SCREENPOSREQUIREKEY%
// float4 screenPos : TEXCOORD7;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
half4 vertexColor : COLOR;
// #endif
#if defined(LIGHTMAP_ON)
float2 lightmapUV : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
#if !defined(LIGHTMAP_ON)
float4 probeOcclusion : TEXCOORD8;
float3 sh : TEXCOORD10;
#endif
#if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
float4 fogFactorAndVertexLight : TEXCOORD11;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD12;
#endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD13;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD14;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD15;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD16;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD17;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD18;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD19;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD20;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example)
float4 positionCS : TEXCOORD22;
#endif
};
// data describing the user output of a pixel
struct Surface
{
half3 Albedo;
half Height;
half3 Normal;
half Smoothness;
half3 Emission;
half Metallic;
half3 Specular;
half Occlusion;
half SpecularPower; // for simple lighting
half Alpha;
float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
// HDRP Only
half SpecularOcclusion;
half SubsurfaceMask;
half Thickness;
half CoatMask;
half CoatSmoothness;
half Anisotropy;
half IridescenceMask;
half IridescenceThickness;
int DiffusionProfileHash;
float SpecularAAThreshold;
float SpecularAAScreenSpaceVariance;
// requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
float3 DiffuseGI;
float3 BackDiffuseGI;
float3 SpecularGI;
float ior;
float3 transmittanceColor;
float atDistance;
float transmittanceMask;
// requires _OVERRIDE_SHADOWMASK to be defines
float4 ShadowMask;
// for decals
float NormalAlpha;
float MAOSAlpha;
};
// Data the user declares in blackboard blocks
struct Blackboard
{
float blackboardDummyData;
};
// data the user might need, this will grow to be big. But easy to strip
struct ShaderData
{
float4 clipPos; // SV_POSITION
float3 localSpacePosition;
float3 localSpaceNormal;
float3 localSpaceTangent;
float3 worldSpacePosition;
float3 worldSpaceNormal;
float3 worldSpaceTangent;
float tangentSign;
float3 worldSpaceViewDir;
float3 tangentSpaceViewDir;
float4 texcoord0;
float4 texcoord1;
float4 texcoord2;
float4 texcoord3;
float2 screenUV;
float4 screenPos;
float4 vertexColor;
bool isFrontFace;
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
float3x3 TBNMatrix;
Blackboard blackboard;
};
struct VertexData
{
#if SHADER_TARGET > 30
// uint vertexID : SV_VertexID;
#endif
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
// optimize out mesh coords when not in use by user or lighting system
#if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
float4 texcoord1 : TEXCOORD1;
#endif
#if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
float4 texcoord1 : TEXCOORD1;
#endif
#if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _HDRP
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
#endif
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessVertex
{
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD5;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD6;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD7;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD8;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD9;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD10;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD11;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD12;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD14;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct ExtraV2F
{
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
Blackboard blackboard;
float4 time;
};
float3 WorldToTangentSpace(ShaderData d, float3 normal)
{
return mul(d.TBNMatrix, normal);
}
float3 TangentToWorldSpace(ShaderData d, float3 normal)
{
return mul(normal, d.TBNMatrix);
}
// in this case, make standard more like SRPs, because we can't fix
// unity_WorldToObject in HDRP, since it already does macro-fu there
#if _STANDARD
float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
#if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
#else
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
#endif
#undef GetWorldToObjectMatrix()
#define GetWorldToObjectMatrix() unity_WorldToObject
#endif
float3 GetCameraWorldPosition()
{
#if _HDRP
return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
#else
return _WorldSpaceCameraPos;
#endif
}
#if _GRABPASSUSED
#if _STANDARD
TEXTURE2D(%GRABTEXTURE%);
SAMPLER(sampler_%GRABTEXTURE%);
#endif
half3 GetSceneColor(float2 uv)
{
#if _STANDARD
return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb;
#else
return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
#endif
}
#endif
#if _STANDARD
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
#else
float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
#endif
float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
{
float eye = GetLinearEyeDepth(uv);
float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
float dt = dot(worldSpaceViewDir, camView);
float3 div = worldSpaceViewDir/dt;
float3 wpos = (eye * div) + GetCameraWorldPosition();
return wpos;
}
#if _HDRP
float3 ObjectToWorldSpacePosition(float3 pos)
{
return GetAbsolutePositionWS(TransformObjectToWorld(pos));
}
#else
float3 ObjectToWorldSpacePosition(float3 pos)
{
return TransformObjectToWorld(pos);
}
#endif
#if _STANDARD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
float3 norms = DecodeViewNormalStereo(depthNorms);
norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
return norms;
}
#elif _HDRP && !_DECALSHADER
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
NormalData nd;
DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
return nd.normalWS;
}
#elif _URP
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
return SampleSceneNormals(uv);
#else
float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
#endif
}
#endif
#if _HDRP
half3 UnpackNormalmapRGorAG(half4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
half3 UnpackNormal(half4 packednormal)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
return UnpackNormalmapRGorAG(packednormal);
#endif
}
#endif
#if _HDRP || _URP
half3 UnpackScaleNormal(half4 packednormal, half scale)
{
#ifndef UNITY_NO_DXT5nm
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
// Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
packednormal.x *= packednormal.w;
#endif
half3 normal;
normal.xy = (packednormal.xy * 2 - 1) * scale;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
#endif
void GetSun(out float3 lightDir, out float3 color)
{
lightDir = float3(0.5, 0.5, 0);
color = 1;
#if _HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
#elif _STANDARD
lightDir = normalize(_WorldSpaceLightPos0.xyz);
color = _LightColor0.rgb;
#elif _URP
Light light = GetMainLight();
lightDir = light.direction;
color = light.color;
#endif
}
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _MainTex_ST, _MainTex_TexelSize;
half _Alpha, _AlphaCutoffValue;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if FADE_ON
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if ALPHAOUTLINE_ON
half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
half4 _AlphaOutlineColor;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if GRADIENT_ON
half _GradBlend, _GradBoostX, _GradBoostY;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
#if CHANGECOLOR2_ON
half4 _ColorChangeNewCol2, _ColorChangeTarget2;
half _ColorChangeTolerance2;
#endif
#if CHANGECOLOR3_ON
half4 _ColorChangeNewCol3, _ColorChangeTarget3;
half _ColorChangeTolerance3;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity, _GreyscaleBlend;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency, _GhostBlend;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
half4 _HologramStripeColor;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
#endif
#if CONTRAST_ON
half _Contrast, _Brightness;
#endif
#if OVERLAY_ON
half4 _OverlayTex_ST, _OverlayColor;
half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
#endif
#if WAVEUV_ON
float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if RADIALCLIPPING_ON
half _RadialStartAngle, _RadialClip, _RadialClip2;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if WARP_ON
half _WarpStrength, _WarpSpeed, _WarpScale;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
float _RandomSeed;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if GLOW_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if OUTTEX_ON
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
#endif
#if OUTDIST_ON
TEXTURE2D(_OutlineDistortTex);
SAMPLER(sampler_OutlineDistortTex);
#endif
#if COLORSWAP_ON
TEXTURE2D(_ColorSwapTex);
SAMPLER(sampler_ColorSwapTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTex);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if SHINE_ON
TEXTURE2D(_ShineMask);
SAMPLER(sampler_ShineMask);
#endif
#if OVERLAY_ON
TEXTURE2D(_OverlayTex);
SAMPLER(sampler_OverlayTex);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler)
{
half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y);
half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
return col.rgb;
}
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
//-------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
//-------------------------------------------
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//BILBOARD_ON
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
v.vertex = half4(localPos, 1);
#endif
//-----------------------------------------------------------
v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex);
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
#endif
//POLARUV_ON
#if POLARUV_ON
v.texcoord0.xy = v.texcoord0.xy - center;
#endif
//----------------------------------------
//ROTATEUV_ON
#if ROTATEUV_ON
half2 uvC = v.texcoord0.xy;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= center;
v.texcoord0.xy = mul(rot, uvC);
v.texcoord0.xy += center;
#endif
//--------------------
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
#if OUTTEX_ON
v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex);
#endif
#if OUTDIST_ON
v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex);
#endif
#if DISTORT_ON
v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
half randomSeed = _RandomSeed;
float2 uvRect = d.texcoord0;
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
//CLIPPING_ON
#if CLIPPING_ON
half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
//----------------------------------
//RADIALCLIPPING_ON
#if RADIALCLIPPING_ON
half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half startAngle = _RadialStartAngle - _RadialClip;
half endAngle = _RadialStartAngle + _RadialClip2;
half offset0 = clamp(0, 360, startAngle + 360);
half offset360 = clamp(0, 360, endAngle - 360);
half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y));
half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
#endif
//-----------------------------
//TEXTURESCROLL_ON && ATLAS_ON
#if TEXTURESCROLL_ON && ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1)));
#endif
//----------------------------
//OFFSETUV_ON
#if OFFSETUV_ON
#if ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1)));
#else
d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY);
#endif
#endif
//----------------------
//POLARUV_ON
#if POLARUV_ON
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy));
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
//--------------------------------------
//TWISTUV_ON
#if TWISTUV_ON
#if ATLAS_ON
_TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV;
_TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV;
#endif
half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
d.texcoord0.xy = tempUv;
#endif
//--------------------------------------------
//FISHEYE_ON
#if FISHEYE_ON
half bind = length(centerTiled);
half2 dF = d.texcoord0.xy - centerTiled;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
//---------------------------------------------
//PINCH_ON
#if PINCH_ON
half2 dP = d.texcoord0.xy - centerTiled;
half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001);
d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
//---------------------------------------------
//ZOOMUV_ON
#if ZOOMUV_ON
d.texcoord0.xy -= centerTiled;
d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount;
d.texcoord0.xy += centerTiled;
#endif
//-----------------------------------------------
//DOODLE_ON
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor((_Time.x + randomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
//--------------------------
//SHAKEUV_ON
#if SHAKEUV_ON
half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
//-------------------------------------------
//RECTSIZE_ON
#if RECTSIZE_ON
d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
//-------------------------------------------
//DISTORT_ON
#if DISTORT_ON
#if ATLAS_ON
d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV));
d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV));
#endif
d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1;
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
//-------------------------------------------------------
//WARP_ON
#if WARP_ON
half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
const float tau = 6.283185307179586;
float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale;
float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale;
float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength;
d.texcoord0.xy += warp;
#endif
//-------------------------------------------------------
//WAVEUV_ON
#if WAVEUV_ON
float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
uvWave %= 1;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
float waveTime = _Time.y + randomSeed;
float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed));
d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0);
#endif
//----------------------------------------------------
//ROUNDWAVEUV_ON
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
//----------------------------------------------------
//WIND_ON
#if WIND_ON
half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10);
half2 windCenter = half2(0.5, 0.1);
#if ATLAS_ON
windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV;
windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV;
#endif
#if !MANUALWIND_ON
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1);
#else
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
windOffset = _GrassManualAnim;
#endif
half2 delta = d.texcoord0.xy - windCenter;
half delta2 = dot(delta.xy, delta.xy);
half2 delta_offset = delta2 * windOffset;
d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend;
#endif
//--------------------------------------------------------
//TEXTURESCROLL_ON && !ATLAS_ON
#if TEXTURESCROLL_ON && !ATLAS_ON
d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1;
d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1;
#endif
//------------------------------
//PIXELATE_ON
#if PIXELATE_ON
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize;
#endif
//--------------
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy);
half originalAlpha = col.a;
col *= d.vertexColor;
//NORMAL MAP
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
//GLITCH_ON
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0);
col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor;
#endif
//--------------------------------------
//CHROMABERR_ON
#if CHROMABERR_ON
half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor;
half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
//--------------------------------
//BLUR_ON
#if BLUR_ON
#if ATLAS_ON
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor;
#endif
#else
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor;
#endif
#endif
#endif
//--------------------
//MOTIONBLUR_ON
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
#if ATLAS_ON
_MotionBlurDist *= (_MaxXUV - _MinXUV);
#endif
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
//------------------------------------
//NEGATIVE_ON
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
//--------------
half luminance = 0;
//GREYSCALE_ON && !GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//------------------------------------
//GHOST_ON
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 ghostResult;
ghostResult.a = saturate(luminance - _GhostTransparency) * col.a;
ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost);
col = lerp(col, ghostResult, _GhostBlend);
#endif
//------------------------------------
//INNEROUTLINE_ON
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
//-------------------------------------------------------
//HITEFFECT_ON
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
//--------------------
//GRADIENT_ON
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
#if GRADIENT2COL_ON
_GradTopRightCol = _GradTopLeftCol;
_GradBotRightCol = _GradBotLeftCol;
#endif
#if RADIALGRADIENT_ON
half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5));
radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
radialDist = saturate(_GradBoostX * radialDist);
half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist);
#else
half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX));
half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor),
lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY)));
#endif
gradientResult = lerp(col, gradientResult, _GradBlend);
col.rgb = gradientResult.rgb * col.a;
col.a *= gradientResult.a;
#endif
//--------------------------------------------------------------------
//CONTRAST_ON
#if CONTRAST_ON
col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5);
col.rgb += _Brightness;
#endif
//-------------------------------------------------------------------
//COLORSWAP_ON
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity);
swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend);
#endif
//--------------------------------------------------------------------
//COLORRAMP_ON && !COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//--------------------------------------------------------------------
//CHANGECOLOR_ON
#if CHANGECOLOR_ON
float3 currChangeColor = saturate(col.rgb);
luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#if CHANGECOLOR2_ON
dif = abs(currChangeColor - _ColorChangeTarget2.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0));
#endif
#if CHANGECOLOR3_ON
dif = abs(currChangeColor - _ColorChangeTarget3.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0));
#endif
#endif
//-------------------------------------------------------
//POSTERIZE_ON && !POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//------------------------------------
//HSV_ON
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
//-------------------------------------------------------
//OVERLAY_ON
#if OVERLAY_ON
half2 overlayUvs = d.texcoord0.xy;
overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1;
overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1;
half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex));
overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow;
#if !OVERLAYMULT_ON
overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend;
col.rgb += overlayCol.rgb;
#else
overlayCol.a *= _OverlayColor.a;
col = lerp(col, col * overlayCol, _OverlayBlend);
#endif
#endif
//---------------------------------
//OUTBASE_ON
#if OUTBASE_ON
#if OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a;
half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a;
half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a;
half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a;
half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1;
d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1);
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) * _OutlineAlpha;
half4 outline = _OutlineColor * d.vertexColor.a;
outline.rgb *= _OutlineGlow;
outline.a = result;
#if ONLYOUTLINE_ON
col = outline;
#else
col = lerp(col, outline, result);
#endif
#endif
//-------------------------------------------------------
//FADE_ON
#if FADE_ON
half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex);
half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex);
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
//-------------------------------------------------------
//SHADOW_ON
#if SHADOW_ON
half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a;
half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a));
col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a));
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a);
#endif
//-------------------------------------------------------
//GLOW_ON
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0);
#else
emission = col;
#endif
col.rgb *= _GlowGlobal;
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
//-------------------------------------------------------
//COLORRAMP_ON && COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//---------------
//GREYSCALE_ON && GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//-----------------------------------
//POSTERIZE_ON && POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//-----------------------------------
//SHINE_ON
#if SHINE_ON
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
//-----------------------------------
//HOLOGRAM_ON
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
hologramYCoord = abs(hologramYCoord);
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0);
half4 hologramResult = col;
hologramResult.a *= lerp(alpha, 1, hologramMask);
hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
hologramMask = 1 - step(0.01,hologramMask);
hologramResult.rgb += hologramMask * _HologramStripeColor * col.a;
col = lerp(col, hologramResult, _HologramBlend);
#endif
//-----------------------------------
//FLICKER_ON
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
//-----------------------------------
//ALPHACUTOFF_ON
//ALPHAROUND_ON
//ALPHAOUTLINE_ON
#if ALPHAOUTLINE_ON
half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend;
col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes);
col.a = lerp(col.a, 1, alphaOutlineRes > 1);
#endif
//-------------------------------------------------------
//FOG_ON
//------------------
col *= _Color;
o.Albedo = col;
col.a *= _Alpha;
clip(col.a - _AlphaCutoffValue - 0.01);
o.Alpha = _Color.a;
}
void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
{
Ext_SurfaceFunction0(l, d);
// Ext_SurfaceFunction1(l, d);
// Ext_SurfaceFunction2(l, d);
// Ext_SurfaceFunction3(l, d);
// Ext_SurfaceFunction4(l, d);
// Ext_SurfaceFunction5(l, d);
// Ext_SurfaceFunction6(l, d);
// Ext_SurfaceFunction7(l, d);
// Ext_SurfaceFunction8(l, d);
// Ext_SurfaceFunction9(l, d);
// Ext_SurfaceFunction10(l, d);
// Ext_SurfaceFunction11(l, d);
// Ext_SurfaceFunction12(l, d);
// Ext_SurfaceFunction13(l, d);
// Ext_SurfaceFunction14(l, d);
// Ext_SurfaceFunction15(l, d);
// Ext_SurfaceFunction16(l, d);
// Ext_SurfaceFunction17(l, d);
// Ext_SurfaceFunction18(l, d);
// Ext_SurfaceFunction19(l, d);
// Ext_SurfaceFunction20(l, d);
// Ext_SurfaceFunction21(l, d);
// Ext_SurfaceFunction22(l, d);
// Ext_SurfaceFunction23(l, d);
// Ext_SurfaceFunction24(l, d);
// Ext_SurfaceFunction25(l, d);
// Ext_SurfaceFunction26(l, d);
// Ext_SurfaceFunction27(l, d);
// Ext_SurfaceFunction28(l, d);
// Ext_SurfaceFunction29(l, d);
}
#if !_DECALSHADER
void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// due to motion vectors in HDRP, we need to use the last
// time in certain spots. So if you are going to use _Time to adjust vertices,
// you need to use this time or motion vectors will break.
d.time = time;
Ext_ModifyVertex0(v, d);
// Ext_ModifyVertex1(v, d);
// Ext_ModifyVertex2(v, d);
// Ext_ModifyVertex3(v, d);
// Ext_ModifyVertex4(v, d);
// Ext_ModifyVertex5(v, d);
// Ext_ModifyVertex6(v, d);
// Ext_ModifyVertex7(v, d);
// Ext_ModifyVertex8(v, d);
// Ext_ModifyVertex9(v, d);
// Ext_ModifyVertex10(v, d);
// Ext_ModifyVertex11(v, d);
// Ext_ModifyVertex12(v, d);
// Ext_ModifyVertex13(v, d);
// Ext_ModifyVertex14(v, d);
// Ext_ModifyVertex15(v, d);
// Ext_ModifyVertex16(v, d);
// Ext_ModifyVertex17(v, d);
// Ext_ModifyVertex18(v, d);
// Ext_ModifyVertex19(v, d);
// Ext_ModifyVertex20(v, d);
// Ext_ModifyVertex21(v, d);
// Ext_ModifyVertex22(v, d);
// Ext_ModifyVertex23(v, d);
// Ext_ModifyVertex24(v, d);
// Ext_ModifyVertex25(v, d);
// Ext_ModifyVertex26(v, d);
// Ext_ModifyVertex27(v, d);
// Ext_ModifyVertex28(v, d);
// Ext_ModifyVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = v2p.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = v2p.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = v2p.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = v2p.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = v2p.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = v2p.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = v2p.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = v2p.extraV2F7;
// #endif
// Ext_ModifyTessellatedVertex0(v, d);
// Ext_ModifyTessellatedVertex1(v, d);
// Ext_ModifyTessellatedVertex2(v, d);
// Ext_ModifyTessellatedVertex3(v, d);
// Ext_ModifyTessellatedVertex4(v, d);
// Ext_ModifyTessellatedVertex5(v, d);
// Ext_ModifyTessellatedVertex6(v, d);
// Ext_ModifyTessellatedVertex7(v, d);
// Ext_ModifyTessellatedVertex8(v, d);
// Ext_ModifyTessellatedVertex9(v, d);
// Ext_ModifyTessellatedVertex10(v, d);
// Ext_ModifyTessellatedVertex11(v, d);
// Ext_ModifyTessellatedVertex12(v, d);
// Ext_ModifyTessellatedVertex13(v, d);
// Ext_ModifyTessellatedVertex14(v, d);
// Ext_ModifyTessellatedVertex15(v, d);
// Ext_ModifyTessellatedVertex16(v, d);
// Ext_ModifyTessellatedVertex17(v, d);
// Ext_ModifyTessellatedVertex18(v, d);
// Ext_ModifyTessellatedVertex19(v, d);
// Ext_ModifyTessellatedVertex20(v, d);
// Ext_ModifyTessellatedVertex21(v, d);
// Ext_ModifyTessellatedVertex22(v, d);
// Ext_ModifyTessellatedVertex23(v, d);
// Ext_ModifyTessellatedVertex24(v, d);
// Ext_ModifyTessellatedVertex25(v, d);
// Ext_ModifyTessellatedVertex26(v, d);
// Ext_ModifyTessellatedVertex27(v, d);
// Ext_ModifyTessellatedVertex28(v, d);
// Ext_ModifyTessellatedVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
{
// Ext_FinalColorForward0(l, d, color);
// Ext_FinalColorForward1(l, d, color);
// Ext_FinalColorForward2(l, d, color);
// Ext_FinalColorForward3(l, d, color);
// Ext_FinalColorForward4(l, d, color);
// Ext_FinalColorForward5(l, d, color);
// Ext_FinalColorForward6(l, d, color);
// Ext_FinalColorForward7(l, d, color);
// Ext_FinalColorForward8(l, d, color);
// Ext_FinalColorForward9(l, d, color);
// Ext_FinalColorForward10(l, d, color);
// Ext_FinalColorForward11(l, d, color);
// Ext_FinalColorForward12(l, d, color);
// Ext_FinalColorForward13(l, d, color);
// Ext_FinalColorForward14(l, d, color);
// Ext_FinalColorForward15(l, d, color);
// Ext_FinalColorForward16(l, d, color);
// Ext_FinalColorForward17(l, d, color);
// Ext_FinalColorForward18(l, d, color);
// Ext_FinalColorForward19(l, d, color);
// Ext_FinalColorForward20(l, d, color);
// Ext_FinalColorForward21(l, d, color);
// Ext_FinalColorForward22(l, d, color);
// Ext_FinalColorForward23(l, d, color);
// Ext_FinalColorForward24(l, d, color);
// Ext_FinalColorForward25(l, d, color);
// Ext_FinalColorForward26(l, d, color);
// Ext_FinalColorForward27(l, d, color);
// Ext_FinalColorForward28(l, d, color);
// Ext_FinalColorForward29(l, d, color);
}
void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
{
// Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
}
#endif
#if _DECALSHADER
ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
{
ShaderData d = (ShaderData)0;
d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
d.worldSpaceNormal = IN.WorldSpaceNormal;
d.worldSpaceTangent = IN.WorldSpaceTangent;
d.worldSpacePosition = IN.WorldSpacePosition;
d.texcoord0 = IN.uv0.xyxy;
d.screenPos = IN.ScreenPosition;
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
// #endif
return d;
}
#else
ShaderData CreateShaderData(VertexToPixel i
#if NEED_FACING
, bool facing
#endif
)
{
ShaderData d = (ShaderData)0;
d.clipPos = i.pos;
d.worldSpacePosition = i.worldPos;
d.worldSpaceNormal = normalize(i.worldNormal);
d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
d.texcoord0 = i.texcoord0;
d.texcoord1 = i.texcoord1;
d.texcoord2 = i.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
d.texcoord3 = i.texcoord3;
// #endif
// d.isFrontFace = facing;
// #if %VERTEXCOLORREQUIREKEY%
d.vertexColor = i.vertexColor;
// #endif
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenPos = i.screenPos;
// d.screenUV = (i.screenPos.xy / i.screenPos.w);
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = i.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = i.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = i.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = i.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = i.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = i.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = i.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = i.extraV2F7;
// #endif
return d;
}
#endif
#if defined(_PASSSHADOW)
float3 _LightDirection;
float3 _LightPosition;
#endif
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#define GetWorldToViewMatrix() _ViewMatrix
#define UNITY_MATRIX_I_V _InvViewMatrix
#define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix)
#define UNITY_MATRIX_I_P _InvProjMatrix
#define GetWorldToHClipMatrix() _ViewProjMatrix
#define UNITY_MATRIX_I_VP _InvViewProjMatrix
#define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix
#define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix
#define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix
void MotionVectorPositionZBias(VertexToPixel input)
{
#if UNITY_REVERSED_Z
input.pos.z -= unity_MotionVectorsParams.z * input.pos.w;
#else
input.pos.z += unity_MotionVectorsParams.z * input.pos.w;
#endif
}
#endif
// vertex shader
VertexToPixel Vert (VertexData v)
{
VertexToPixel o = (VertexToPixel)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = v;
#endif
#if !_TESSELLATION_ON
ChainModifyVertex(v, o, _Time);
#endif
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
o.texcoord3 = v.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
o.vertexColor = v.vertexColor;
// #endif
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.worldPos = positionWS;
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
// For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
#if _PASSSHADOW
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
#else
float3 lightDirectionWS = _LightDirection;
#endif
// Define shadow pass specific clip position for Universal
o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
#if UNITY_REVERSED_Z
o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#else
o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#elif _PASSMETA
o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#else
o.pos = TransformWorldToHClip(o.worldPos);
#endif
// #if %SCREENPOSREQUIREKEY%
// o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
// #endif
#if _PASSFORWARD || _PASSGBUFFER
float2 uv1 = v.texcoord1.xy;
OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
o.texcoord1.xy = uv1;
#if UNITY_VERSION < 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#if UNITY_VERSION >= 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009
OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion);
#endif
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half fogFactor = 0;
#if defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(o.pos.z);
#endif
#if _BAKEDLIT
o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
#else
half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(o);
#endif
o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (!forceNoMotion)
{
#if defined(HAVE_VFX_MODIFICATION)
float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS;
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
const bool applyDeformation = false;
#else
const bool applyDeformation = true;
#endif
#else
const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation
float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz;
#if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT)
const bool applyDeformation = true;
#else
const bool applyDeformation = hasDeformation;
#endif
#endif
// TODO
#if defined(FEATURES_GRAPH_VERTEX)
if (applyDeformation)
previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS);
else
previousPositionOS = previousMesh.positionOS;
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS);
#endif
#if defined (_ADD_PRECOMPUTED_VELOCITY)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f));
#if defined(HAVE_VFX_MODIFICATION)
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS);
#else
#if VFX_WORLD_SPACE
//previousPositionOS is already in world space
const float3 previousPositionWS = previousPositionOS;
#else
const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz;
#endif
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f));
#endif
#else
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1)));
#endif
}
#endif
return o;
}
// fragment shader
half4 Frag (VertexToPixel IN
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade(IN.pos);
#endif
ShaderData d = CreateShaderData(IN
#if NEED_FACING
, facing
#endif
);
Surface l = (Surface)0;
#ifdef _DEPTHOFFSET_ON
l.outputDepth = outputDepth;
#endif
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
ChainSurfaceFunction(l, d);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// Render State
Blend One Zero, One Zero
Cull Back
ZTest LEqual
ZWrite On
ColorMask 0
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Plane" }
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define _PASSDEPTH 1
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local OUTBASE_ON
#pragma shader_feature_local ONLYOUTLINE_ON
#pragma shader_feature_local GRADIENT_ON
#pragma shader_feature_local GRADIENT2COL_ON
#pragma shader_feature_local RADIALGRADIENT_ON
#pragma shader_feature_local COLORSWAP_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local CHANGECOLOR_ON
#pragma shader_feature_local CHANGECOLOR2_ON
#pragma shader_feature_local CHANGECOLOR3_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local GRADIENTCOLORRAMP_ON
#pragma shader_feature_local HITEFFECT_ON
#pragma shader_feature_local NEGATIVE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local GREYSCALE_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local BLUR_ON
#pragma shader_feature_local MOTIONBLUR_ON
#pragma shader_feature_local GHOST_ON
#pragma shader_feature_local ALPHAOUTLINE_ON
#pragma shader_feature_local INNEROUTLINE_ON
#pragma shader_feature_local ONLYINNEROUTLINE_ON
#pragma shader_feature_local HOLOGRAM_ON
#pragma shader_feature_local CHROMABERR_ON
#pragma shader_feature_local GLITCH_ON
#pragma shader_feature_local FLICKER_ON
#pragma shader_feature_local SHADOW_ON
#pragma shader_feature_local SHINE_ON
#pragma shader_feature_local CONTRAST_ON
#pragma shader_feature_local OVERLAY_ON
#pragma shader_feature_local OVERLAYMULT_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local WIND_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local RECTSIZE_ON
#pragma shader_feature_local OFFSETUV_ON
#pragma shader_feature_local CLIPPING_ON
#pragma shader_feature_local RADIALCLIPPING_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local ZOOMUV_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local WARP_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local ROTATEUV_ON
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local FISHEYE_ON
#pragma shader_feature_local PINCH_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local OUTTEX_ON
#pragma shader_feature_local OUTDIST_ON
#pragma shader_feature_local OUTBASE8DIR_ON
#pragma shader_feature_local OUTBASEPIXELPERF_ON
#pragma shader_feature_local COLORRAMPOUTLINE_ON
#pragma shader_feature_local GREYSCALEOUTLINE_ON
#pragma shader_feature_local POSTERIZEOUTLINE_ON
#pragma shader_feature_local BLURISHD_ON
#pragma shader_feature_local MANUALWIND_ON
#pragma shader_feature_local ATLAS_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature NORMALMAP_ON
#define _URP 1
#define _USINGTEXCOORD1 1
#define _USINGTEXCOORD2 1
// Includes
//#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
#define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
#define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
#if defined(UNITY_COMPILER_HLSL)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
#define sampler2D_float sampler2D
#define sampler2D_half sampler2D
// data across stages, stripped like the above.
struct VertexToPixel
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
float4 texcoord0 : TEXCOORD3;
float4 texcoord1 : TEXCOORD4;
float4 texcoord2 : TEXCOORD5;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD6;
// #endif
// #if %SCREENPOSREQUIREKEY%
// float4 screenPos : TEXCOORD7;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
half4 vertexColor : COLOR;
// #endif
#if defined(LIGHTMAP_ON)
float2 lightmapUV : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
#if !defined(LIGHTMAP_ON)
float4 probeOcclusion : TEXCOORD8;
float3 sh : TEXCOORD10;
#endif
#if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
float4 fogFactorAndVertexLight : TEXCOORD11;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD12;
#endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD13;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD14;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD15;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD16;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD17;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD18;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD19;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD20;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example)
float4 positionCS : TEXCOORD22;
#endif
};
// data describing the user output of a pixel
struct Surface
{
half3 Albedo;
half Height;
half3 Normal;
half Smoothness;
half3 Emission;
half Metallic;
half3 Specular;
half Occlusion;
half SpecularPower; // for simple lighting
half Alpha;
float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
// HDRP Only
half SpecularOcclusion;
half SubsurfaceMask;
half Thickness;
half CoatMask;
half CoatSmoothness;
half Anisotropy;
half IridescenceMask;
half IridescenceThickness;
int DiffusionProfileHash;
float SpecularAAThreshold;
float SpecularAAScreenSpaceVariance;
// requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
float3 DiffuseGI;
float3 BackDiffuseGI;
float3 SpecularGI;
float ior;
float3 transmittanceColor;
float atDistance;
float transmittanceMask;
// requires _OVERRIDE_SHADOWMASK to be defines
float4 ShadowMask;
// for decals
float NormalAlpha;
float MAOSAlpha;
};
// Data the user declares in blackboard blocks
struct Blackboard
{
float blackboardDummyData;
};
// data the user might need, this will grow to be big. But easy to strip
struct ShaderData
{
float4 clipPos; // SV_POSITION
float3 localSpacePosition;
float3 localSpaceNormal;
float3 localSpaceTangent;
float3 worldSpacePosition;
float3 worldSpaceNormal;
float3 worldSpaceTangent;
float tangentSign;
float3 worldSpaceViewDir;
float3 tangentSpaceViewDir;
float4 texcoord0;
float4 texcoord1;
float4 texcoord2;
float4 texcoord3;
float2 screenUV;
float4 screenPos;
float4 vertexColor;
bool isFrontFace;
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
float3x3 TBNMatrix;
Blackboard blackboard;
};
struct VertexData
{
#if SHADER_TARGET > 30
// uint vertexID : SV_VertexID;
#endif
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
// optimize out mesh coords when not in use by user or lighting system
#if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
float4 texcoord1 : TEXCOORD1;
#endif
#if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
float4 texcoord1 : TEXCOORD1;
#endif
#if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _HDRP
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
#endif
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessVertex
{
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD5;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD6;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD7;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD8;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD9;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD10;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD11;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD12;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD14;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct ExtraV2F
{
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
Blackboard blackboard;
float4 time;
};
float3 WorldToTangentSpace(ShaderData d, float3 normal)
{
return mul(d.TBNMatrix, normal);
}
float3 TangentToWorldSpace(ShaderData d, float3 normal)
{
return mul(normal, d.TBNMatrix);
}
// in this case, make standard more like SRPs, because we can't fix
// unity_WorldToObject in HDRP, since it already does macro-fu there
#if _STANDARD
float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
#if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
#else
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
#endif
#undef GetWorldToObjectMatrix()
#define GetWorldToObjectMatrix() unity_WorldToObject
#endif
float3 GetCameraWorldPosition()
{
#if _HDRP
return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
#else
return _WorldSpaceCameraPos;
#endif
}
#if _GRABPASSUSED
#if _STANDARD
TEXTURE2D(%GRABTEXTURE%);
SAMPLER(sampler_%GRABTEXTURE%);
#endif
half3 GetSceneColor(float2 uv)
{
#if _STANDARD
return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb;
#else
return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
#endif
}
#endif
#if _STANDARD
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
#else
float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
#endif
float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
{
float eye = GetLinearEyeDepth(uv);
float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
float dt = dot(worldSpaceViewDir, camView);
float3 div = worldSpaceViewDir/dt;
float3 wpos = (eye * div) + GetCameraWorldPosition();
return wpos;
}
#if _HDRP
float3 ObjectToWorldSpacePosition(float3 pos)
{
return GetAbsolutePositionWS(TransformObjectToWorld(pos));
}
#else
float3 ObjectToWorldSpacePosition(float3 pos)
{
return TransformObjectToWorld(pos);
}
#endif
#if _STANDARD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
float3 norms = DecodeViewNormalStereo(depthNorms);
norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
return norms;
}
#elif _HDRP && !_DECALSHADER
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
NormalData nd;
DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
return nd.normalWS;
}
#elif _URP
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
return SampleSceneNormals(uv);
#else
float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
#endif
}
#endif
#if _HDRP
half3 UnpackNormalmapRGorAG(half4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
half3 UnpackNormal(half4 packednormal)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
return UnpackNormalmapRGorAG(packednormal);
#endif
}
#endif
#if _HDRP || _URP
half3 UnpackScaleNormal(half4 packednormal, half scale)
{
#ifndef UNITY_NO_DXT5nm
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
// Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
packednormal.x *= packednormal.w;
#endif
half3 normal;
normal.xy = (packednormal.xy * 2 - 1) * scale;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
#endif
void GetSun(out float3 lightDir, out float3 color)
{
lightDir = float3(0.5, 0.5, 0);
color = 1;
#if _HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
#elif _STANDARD
lightDir = normalize(_WorldSpaceLightPos0.xyz);
color = _LightColor0.rgb;
#elif _URP
Light light = GetMainLight();
lightDir = light.direction;
color = light.color;
#endif
}
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _MainTex_ST, _MainTex_TexelSize;
half _Alpha, _AlphaCutoffValue;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if FADE_ON
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if ALPHAOUTLINE_ON
half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
half4 _AlphaOutlineColor;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if GRADIENT_ON
half _GradBlend, _GradBoostX, _GradBoostY;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
#if CHANGECOLOR2_ON
half4 _ColorChangeNewCol2, _ColorChangeTarget2;
half _ColorChangeTolerance2;
#endif
#if CHANGECOLOR3_ON
half4 _ColorChangeNewCol3, _ColorChangeTarget3;
half _ColorChangeTolerance3;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity, _GreyscaleBlend;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency, _GhostBlend;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
half4 _HologramStripeColor;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
#endif
#if CONTRAST_ON
half _Contrast, _Brightness;
#endif
#if OVERLAY_ON
half4 _OverlayTex_ST, _OverlayColor;
half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
#endif
#if WAVEUV_ON
float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if RADIALCLIPPING_ON
half _RadialStartAngle, _RadialClip, _RadialClip2;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if WARP_ON
half _WarpStrength, _WarpSpeed, _WarpScale;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
float _RandomSeed;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if GLOW_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if OUTTEX_ON
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
#endif
#if OUTDIST_ON
TEXTURE2D(_OutlineDistortTex);
SAMPLER(sampler_OutlineDistortTex);
#endif
#if COLORSWAP_ON
TEXTURE2D(_ColorSwapTex);
SAMPLER(sampler_ColorSwapTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTex);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if SHINE_ON
TEXTURE2D(_ShineMask);
SAMPLER(sampler_ShineMask);
#endif
#if OVERLAY_ON
TEXTURE2D(_OverlayTex);
SAMPLER(sampler_OverlayTex);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler)
{
half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y);
half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
return col.rgb;
}
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
//-------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
//-------------------------------------------
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//BILBOARD_ON
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
v.vertex = half4(localPos, 1);
#endif
//-----------------------------------------------------------
v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex);
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
#endif
//POLARUV_ON
#if POLARUV_ON
v.texcoord0.xy = v.texcoord0.xy - center;
#endif
//----------------------------------------
//ROTATEUV_ON
#if ROTATEUV_ON
half2 uvC = v.texcoord0.xy;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= center;
v.texcoord0.xy = mul(rot, uvC);
v.texcoord0.xy += center;
#endif
//--------------------
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
#if OUTTEX_ON
v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex);
#endif
#if OUTDIST_ON
v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex);
#endif
#if DISTORT_ON
v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
half randomSeed = _RandomSeed;
float2 uvRect = d.texcoord0;
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
//CLIPPING_ON
#if CLIPPING_ON
half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
//----------------------------------
//RADIALCLIPPING_ON
#if RADIALCLIPPING_ON
half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half startAngle = _RadialStartAngle - _RadialClip;
half endAngle = _RadialStartAngle + _RadialClip2;
half offset0 = clamp(0, 360, startAngle + 360);
half offset360 = clamp(0, 360, endAngle - 360);
half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y));
half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
#endif
//-----------------------------
//TEXTURESCROLL_ON && ATLAS_ON
#if TEXTURESCROLL_ON && ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1)));
#endif
//----------------------------
//OFFSETUV_ON
#if OFFSETUV_ON
#if ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1)));
#else
d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY);
#endif
#endif
//----------------------
//POLARUV_ON
#if POLARUV_ON
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy));
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
//--------------------------------------
//TWISTUV_ON
#if TWISTUV_ON
#if ATLAS_ON
_TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV;
_TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV;
#endif
half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
d.texcoord0.xy = tempUv;
#endif
//--------------------------------------------
//FISHEYE_ON
#if FISHEYE_ON
half bind = length(centerTiled);
half2 dF = d.texcoord0.xy - centerTiled;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
//---------------------------------------------
//PINCH_ON
#if PINCH_ON
half2 dP = d.texcoord0.xy - centerTiled;
half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001);
d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
//---------------------------------------------
//ZOOMUV_ON
#if ZOOMUV_ON
d.texcoord0.xy -= centerTiled;
d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount;
d.texcoord0.xy += centerTiled;
#endif
//-----------------------------------------------
//DOODLE_ON
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor((_Time.x + randomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
//--------------------------
//SHAKEUV_ON
#if SHAKEUV_ON
half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
//-------------------------------------------
//RECTSIZE_ON
#if RECTSIZE_ON
d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
//-------------------------------------------
//DISTORT_ON
#if DISTORT_ON
#if ATLAS_ON
d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV));
d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV));
#endif
d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1;
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
//-------------------------------------------------------
//WARP_ON
#if WARP_ON
half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
const float tau = 6.283185307179586;
float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale;
float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale;
float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength;
d.texcoord0.xy += warp;
#endif
//-------------------------------------------------------
//WAVEUV_ON
#if WAVEUV_ON
float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
uvWave %= 1;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
float waveTime = _Time.y + randomSeed;
float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed));
d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0);
#endif
//----------------------------------------------------
//ROUNDWAVEUV_ON
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
//----------------------------------------------------
//WIND_ON
#if WIND_ON
half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10);
half2 windCenter = half2(0.5, 0.1);
#if ATLAS_ON
windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV;
windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV;
#endif
#if !MANUALWIND_ON
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1);
#else
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
windOffset = _GrassManualAnim;
#endif
half2 delta = d.texcoord0.xy - windCenter;
half delta2 = dot(delta.xy, delta.xy);
half2 delta_offset = delta2 * windOffset;
d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend;
#endif
//--------------------------------------------------------
//TEXTURESCROLL_ON && !ATLAS_ON
#if TEXTURESCROLL_ON && !ATLAS_ON
d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1;
d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1;
#endif
//------------------------------
//PIXELATE_ON
#if PIXELATE_ON
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize;
#endif
//--------------
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy);
half originalAlpha = col.a;
col *= d.vertexColor;
//NORMAL MAP
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
//GLITCH_ON
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0);
col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor;
#endif
//--------------------------------------
//CHROMABERR_ON
#if CHROMABERR_ON
half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor;
half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
//--------------------------------
//BLUR_ON
#if BLUR_ON
#if ATLAS_ON
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor;
#endif
#else
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor;
#endif
#endif
#endif
//--------------------
//MOTIONBLUR_ON
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
#if ATLAS_ON
_MotionBlurDist *= (_MaxXUV - _MinXUV);
#endif
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
//------------------------------------
//NEGATIVE_ON
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
//--------------
half luminance = 0;
//GREYSCALE_ON && !GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//------------------------------------
//GHOST_ON
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 ghostResult;
ghostResult.a = saturate(luminance - _GhostTransparency) * col.a;
ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost);
col = lerp(col, ghostResult, _GhostBlend);
#endif
//------------------------------------
//INNEROUTLINE_ON
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
//-------------------------------------------------------
//HITEFFECT_ON
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
//--------------------
//GRADIENT_ON
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
#if GRADIENT2COL_ON
_GradTopRightCol = _GradTopLeftCol;
_GradBotRightCol = _GradBotLeftCol;
#endif
#if RADIALGRADIENT_ON
half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5));
radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
radialDist = saturate(_GradBoostX * radialDist);
half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist);
#else
half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX));
half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor),
lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY)));
#endif
gradientResult = lerp(col, gradientResult, _GradBlend);
col.rgb = gradientResult.rgb * col.a;
col.a *= gradientResult.a;
#endif
//--------------------------------------------------------------------
//CONTRAST_ON
#if CONTRAST_ON
col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5);
col.rgb += _Brightness;
#endif
//-------------------------------------------------------------------
//COLORSWAP_ON
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity);
swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend);
#endif
//--------------------------------------------------------------------
//COLORRAMP_ON && !COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//--------------------------------------------------------------------
//CHANGECOLOR_ON
#if CHANGECOLOR_ON
float3 currChangeColor = saturate(col.rgb);
luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#if CHANGECOLOR2_ON
dif = abs(currChangeColor - _ColorChangeTarget2.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0));
#endif
#if CHANGECOLOR3_ON
dif = abs(currChangeColor - _ColorChangeTarget3.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0));
#endif
#endif
//-------------------------------------------------------
//POSTERIZE_ON && !POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//------------------------------------
//HSV_ON
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
//-------------------------------------------------------
//OVERLAY_ON
#if OVERLAY_ON
half2 overlayUvs = d.texcoord0.xy;
overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1;
overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1;
half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex));
overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow;
#if !OVERLAYMULT_ON
overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend;
col.rgb += overlayCol.rgb;
#else
overlayCol.a *= _OverlayColor.a;
col = lerp(col, col * overlayCol, _OverlayBlend);
#endif
#endif
//---------------------------------
//OUTBASE_ON
#if OUTBASE_ON
#if OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a;
half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a;
half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a;
half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a;
half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1;
d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1);
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) * _OutlineAlpha;
half4 outline = _OutlineColor * d.vertexColor.a;
outline.rgb *= _OutlineGlow;
outline.a = result;
#if ONLYOUTLINE_ON
col = outline;
#else
col = lerp(col, outline, result);
#endif
#endif
//-------------------------------------------------------
//FADE_ON
#if FADE_ON
half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex);
half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex);
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
//-------------------------------------------------------
//SHADOW_ON
#if SHADOW_ON
half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a;
half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a));
col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a));
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a);
#endif
//-------------------------------------------------------
//GLOW_ON
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0);
#else
emission = col;
#endif
col.rgb *= _GlowGlobal;
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
//-------------------------------------------------------
//COLORRAMP_ON && COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//---------------
//GREYSCALE_ON && GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//-----------------------------------
//POSTERIZE_ON && POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//-----------------------------------
//SHINE_ON
#if SHINE_ON
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
//-----------------------------------
//HOLOGRAM_ON
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
hologramYCoord = abs(hologramYCoord);
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0);
half4 hologramResult = col;
hologramResult.a *= lerp(alpha, 1, hologramMask);
hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
hologramMask = 1 - step(0.01,hologramMask);
hologramResult.rgb += hologramMask * _HologramStripeColor * col.a;
col = lerp(col, hologramResult, _HologramBlend);
#endif
//-----------------------------------
//FLICKER_ON
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
//-----------------------------------
//ALPHACUTOFF_ON
//ALPHAROUND_ON
//ALPHAOUTLINE_ON
#if ALPHAOUTLINE_ON
half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend;
col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes);
col.a = lerp(col.a, 1, alphaOutlineRes > 1);
#endif
//-------------------------------------------------------
//FOG_ON
//------------------
col *= _Color;
o.Albedo = col;
col.a *= _Alpha;
clip(col.a - _AlphaCutoffValue - 0.01);
o.Alpha = _Color.a;
}
void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
{
Ext_SurfaceFunction0(l, d);
// Ext_SurfaceFunction1(l, d);
// Ext_SurfaceFunction2(l, d);
// Ext_SurfaceFunction3(l, d);
// Ext_SurfaceFunction4(l, d);
// Ext_SurfaceFunction5(l, d);
// Ext_SurfaceFunction6(l, d);
// Ext_SurfaceFunction7(l, d);
// Ext_SurfaceFunction8(l, d);
// Ext_SurfaceFunction9(l, d);
// Ext_SurfaceFunction10(l, d);
// Ext_SurfaceFunction11(l, d);
// Ext_SurfaceFunction12(l, d);
// Ext_SurfaceFunction13(l, d);
// Ext_SurfaceFunction14(l, d);
// Ext_SurfaceFunction15(l, d);
// Ext_SurfaceFunction16(l, d);
// Ext_SurfaceFunction17(l, d);
// Ext_SurfaceFunction18(l, d);
// Ext_SurfaceFunction19(l, d);
// Ext_SurfaceFunction20(l, d);
// Ext_SurfaceFunction21(l, d);
// Ext_SurfaceFunction22(l, d);
// Ext_SurfaceFunction23(l, d);
// Ext_SurfaceFunction24(l, d);
// Ext_SurfaceFunction25(l, d);
// Ext_SurfaceFunction26(l, d);
// Ext_SurfaceFunction27(l, d);
// Ext_SurfaceFunction28(l, d);
// Ext_SurfaceFunction29(l, d);
}
#if !_DECALSHADER
void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// due to motion vectors in HDRP, we need to use the last
// time in certain spots. So if you are going to use _Time to adjust vertices,
// you need to use this time or motion vectors will break.
d.time = time;
Ext_ModifyVertex0(v, d);
// Ext_ModifyVertex1(v, d);
// Ext_ModifyVertex2(v, d);
// Ext_ModifyVertex3(v, d);
// Ext_ModifyVertex4(v, d);
// Ext_ModifyVertex5(v, d);
// Ext_ModifyVertex6(v, d);
// Ext_ModifyVertex7(v, d);
// Ext_ModifyVertex8(v, d);
// Ext_ModifyVertex9(v, d);
// Ext_ModifyVertex10(v, d);
// Ext_ModifyVertex11(v, d);
// Ext_ModifyVertex12(v, d);
// Ext_ModifyVertex13(v, d);
// Ext_ModifyVertex14(v, d);
// Ext_ModifyVertex15(v, d);
// Ext_ModifyVertex16(v, d);
// Ext_ModifyVertex17(v, d);
// Ext_ModifyVertex18(v, d);
// Ext_ModifyVertex19(v, d);
// Ext_ModifyVertex20(v, d);
// Ext_ModifyVertex21(v, d);
// Ext_ModifyVertex22(v, d);
// Ext_ModifyVertex23(v, d);
// Ext_ModifyVertex24(v, d);
// Ext_ModifyVertex25(v, d);
// Ext_ModifyVertex26(v, d);
// Ext_ModifyVertex27(v, d);
// Ext_ModifyVertex28(v, d);
// Ext_ModifyVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = v2p.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = v2p.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = v2p.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = v2p.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = v2p.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = v2p.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = v2p.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = v2p.extraV2F7;
// #endif
// Ext_ModifyTessellatedVertex0(v, d);
// Ext_ModifyTessellatedVertex1(v, d);
// Ext_ModifyTessellatedVertex2(v, d);
// Ext_ModifyTessellatedVertex3(v, d);
// Ext_ModifyTessellatedVertex4(v, d);
// Ext_ModifyTessellatedVertex5(v, d);
// Ext_ModifyTessellatedVertex6(v, d);
// Ext_ModifyTessellatedVertex7(v, d);
// Ext_ModifyTessellatedVertex8(v, d);
// Ext_ModifyTessellatedVertex9(v, d);
// Ext_ModifyTessellatedVertex10(v, d);
// Ext_ModifyTessellatedVertex11(v, d);
// Ext_ModifyTessellatedVertex12(v, d);
// Ext_ModifyTessellatedVertex13(v, d);
// Ext_ModifyTessellatedVertex14(v, d);
// Ext_ModifyTessellatedVertex15(v, d);
// Ext_ModifyTessellatedVertex16(v, d);
// Ext_ModifyTessellatedVertex17(v, d);
// Ext_ModifyTessellatedVertex18(v, d);
// Ext_ModifyTessellatedVertex19(v, d);
// Ext_ModifyTessellatedVertex20(v, d);
// Ext_ModifyTessellatedVertex21(v, d);
// Ext_ModifyTessellatedVertex22(v, d);
// Ext_ModifyTessellatedVertex23(v, d);
// Ext_ModifyTessellatedVertex24(v, d);
// Ext_ModifyTessellatedVertex25(v, d);
// Ext_ModifyTessellatedVertex26(v, d);
// Ext_ModifyTessellatedVertex27(v, d);
// Ext_ModifyTessellatedVertex28(v, d);
// Ext_ModifyTessellatedVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
{
// Ext_FinalColorForward0(l, d, color);
// Ext_FinalColorForward1(l, d, color);
// Ext_FinalColorForward2(l, d, color);
// Ext_FinalColorForward3(l, d, color);
// Ext_FinalColorForward4(l, d, color);
// Ext_FinalColorForward5(l, d, color);
// Ext_FinalColorForward6(l, d, color);
// Ext_FinalColorForward7(l, d, color);
// Ext_FinalColorForward8(l, d, color);
// Ext_FinalColorForward9(l, d, color);
// Ext_FinalColorForward10(l, d, color);
// Ext_FinalColorForward11(l, d, color);
// Ext_FinalColorForward12(l, d, color);
// Ext_FinalColorForward13(l, d, color);
// Ext_FinalColorForward14(l, d, color);
// Ext_FinalColorForward15(l, d, color);
// Ext_FinalColorForward16(l, d, color);
// Ext_FinalColorForward17(l, d, color);
// Ext_FinalColorForward18(l, d, color);
// Ext_FinalColorForward19(l, d, color);
// Ext_FinalColorForward20(l, d, color);
// Ext_FinalColorForward21(l, d, color);
// Ext_FinalColorForward22(l, d, color);
// Ext_FinalColorForward23(l, d, color);
// Ext_FinalColorForward24(l, d, color);
// Ext_FinalColorForward25(l, d, color);
// Ext_FinalColorForward26(l, d, color);
// Ext_FinalColorForward27(l, d, color);
// Ext_FinalColorForward28(l, d, color);
// Ext_FinalColorForward29(l, d, color);
}
void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
{
// Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
}
#endif
#if _DECALSHADER
ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
{
ShaderData d = (ShaderData)0;
d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
d.worldSpaceNormal = IN.WorldSpaceNormal;
d.worldSpaceTangent = IN.WorldSpaceTangent;
d.worldSpacePosition = IN.WorldSpacePosition;
d.texcoord0 = IN.uv0.xyxy;
d.screenPos = IN.ScreenPosition;
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
// #endif
return d;
}
#else
ShaderData CreateShaderData(VertexToPixel i
#if NEED_FACING
, bool facing
#endif
)
{
ShaderData d = (ShaderData)0;
d.clipPos = i.pos;
d.worldSpacePosition = i.worldPos;
d.worldSpaceNormal = normalize(i.worldNormal);
d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
d.texcoord0 = i.texcoord0;
d.texcoord1 = i.texcoord1;
d.texcoord2 = i.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
d.texcoord3 = i.texcoord3;
// #endif
// d.isFrontFace = facing;
// #if %VERTEXCOLORREQUIREKEY%
d.vertexColor = i.vertexColor;
// #endif
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenPos = i.screenPos;
// d.screenUV = (i.screenPos.xy / i.screenPos.w);
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = i.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = i.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = i.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = i.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = i.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = i.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = i.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = i.extraV2F7;
// #endif
return d;
}
#endif
#if defined(_PASSSHADOW)
float3 _LightDirection;
float3 _LightPosition;
#endif
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#define GetWorldToViewMatrix() _ViewMatrix
#define UNITY_MATRIX_I_V _InvViewMatrix
#define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix)
#define UNITY_MATRIX_I_P _InvProjMatrix
#define GetWorldToHClipMatrix() _ViewProjMatrix
#define UNITY_MATRIX_I_VP _InvViewProjMatrix
#define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix
#define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix
#define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix
void MotionVectorPositionZBias(VertexToPixel input)
{
#if UNITY_REVERSED_Z
input.pos.z -= unity_MotionVectorsParams.z * input.pos.w;
#else
input.pos.z += unity_MotionVectorsParams.z * input.pos.w;
#endif
}
#endif
// vertex shader
VertexToPixel Vert (VertexData v)
{
VertexToPixel o = (VertexToPixel)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = v;
#endif
#if !_TESSELLATION_ON
ChainModifyVertex(v, o, _Time);
#endif
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
o.texcoord3 = v.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
o.vertexColor = v.vertexColor;
// #endif
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.worldPos = positionWS;
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
// For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
#if _PASSSHADOW
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
#else
float3 lightDirectionWS = _LightDirection;
#endif
// Define shadow pass specific clip position for Universal
o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
#if UNITY_REVERSED_Z
o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#else
o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#elif _PASSMETA
o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#else
o.pos = TransformWorldToHClip(o.worldPos);
#endif
// #if %SCREENPOSREQUIREKEY%
// o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
// #endif
#if _PASSFORWARD || _PASSGBUFFER
float2 uv1 = v.texcoord1.xy;
OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
o.texcoord1.xy = uv1;
#if UNITY_VERSION < 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#if UNITY_VERSION >= 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009
OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion);
#endif
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half fogFactor = 0;
#if defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(o.pos.z);
#endif
#if _BAKEDLIT
o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
#else
half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(o);
#endif
o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (!forceNoMotion)
{
#if defined(HAVE_VFX_MODIFICATION)
float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS;
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
const bool applyDeformation = false;
#else
const bool applyDeformation = true;
#endif
#else
const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation
float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz;
#if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT)
const bool applyDeformation = true;
#else
const bool applyDeformation = hasDeformation;
#endif
#endif
// TODO
#if defined(FEATURES_GRAPH_VERTEX)
if (applyDeformation)
previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS);
else
previousPositionOS = previousMesh.positionOS;
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS);
#endif
#if defined (_ADD_PRECOMPUTED_VELOCITY)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f));
#if defined(HAVE_VFX_MODIFICATION)
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS);
#else
#if VFX_WORLD_SPACE
//previousPositionOS is already in world space
const float3 previousPositionWS = previousPositionOS;
#else
const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz;
#endif
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f));
#endif
#else
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1)));
#endif
}
#endif
return o;
}
// fragment shader
half4 Frag (VertexToPixel IN
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
LODFadeCrossFade(IN.pos);
#endif
ShaderData d = CreateShaderData(IN
#if NEED_FACING
, facing
#endif
);
Surface l = (Surface)0;
#ifdef _DEPTHOFFSET_ON
l.outputDepth = outputDepth;
#endif
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
ChainSurfaceFunction(l, d);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
Cull Off
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Plane" }
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#define SHADERPASS SHADERPASS_META
#define _PASSMETA 1
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local OUTBASE_ON
#pragma shader_feature_local ONLYOUTLINE_ON
#pragma shader_feature_local GRADIENT_ON
#pragma shader_feature_local GRADIENT2COL_ON
#pragma shader_feature_local RADIALGRADIENT_ON
#pragma shader_feature_local COLORSWAP_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local CHANGECOLOR_ON
#pragma shader_feature_local CHANGECOLOR2_ON
#pragma shader_feature_local CHANGECOLOR3_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local GRADIENTCOLORRAMP_ON
#pragma shader_feature_local HITEFFECT_ON
#pragma shader_feature_local NEGATIVE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local GREYSCALE_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local BLUR_ON
#pragma shader_feature_local MOTIONBLUR_ON
#pragma shader_feature_local GHOST_ON
#pragma shader_feature_local ALPHAOUTLINE_ON
#pragma shader_feature_local INNEROUTLINE_ON
#pragma shader_feature_local ONLYINNEROUTLINE_ON
#pragma shader_feature_local HOLOGRAM_ON
#pragma shader_feature_local CHROMABERR_ON
#pragma shader_feature_local GLITCH_ON
#pragma shader_feature_local FLICKER_ON
#pragma shader_feature_local SHADOW_ON
#pragma shader_feature_local SHINE_ON
#pragma shader_feature_local CONTRAST_ON
#pragma shader_feature_local OVERLAY_ON
#pragma shader_feature_local OVERLAYMULT_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local WIND_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local RECTSIZE_ON
#pragma shader_feature_local OFFSETUV_ON
#pragma shader_feature_local CLIPPING_ON
#pragma shader_feature_local RADIALCLIPPING_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local ZOOMUV_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local WARP_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local ROTATEUV_ON
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local FISHEYE_ON
#pragma shader_feature_local PINCH_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local OUTTEX_ON
#pragma shader_feature_local OUTDIST_ON
#pragma shader_feature_local OUTBASE8DIR_ON
#pragma shader_feature_local OUTBASEPIXELPERF_ON
#pragma shader_feature_local COLORRAMPOUTLINE_ON
#pragma shader_feature_local GREYSCALEOUTLINE_ON
#pragma shader_feature_local POSTERIZEOUTLINE_ON
#pragma shader_feature_local BLURISHD_ON
#pragma shader_feature_local MANUALWIND_ON
#pragma shader_feature_local ATLAS_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature NORMALMAP_ON
#define _URP 1
#define _USINGTEXCOORD1 1
#define _USINGTEXCOORD2 1
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
#define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
#define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
#if defined(UNITY_COMPILER_HLSL)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
#define sampler2D_float sampler2D
#define sampler2D_half sampler2D
// data across stages, stripped like the above.
struct VertexToPixel
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
float4 texcoord0 : TEXCOORD3;
float4 texcoord1 : TEXCOORD4;
float4 texcoord2 : TEXCOORD5;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD6;
// #endif
// #if %SCREENPOSREQUIREKEY%
// float4 screenPos : TEXCOORD7;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
half4 vertexColor : COLOR;
// #endif
#if defined(LIGHTMAP_ON)
float2 lightmapUV : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
#if !defined(LIGHTMAP_ON)
float4 probeOcclusion : TEXCOORD8;
float3 sh : TEXCOORD10;
#endif
#if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
float4 fogFactorAndVertexLight : TEXCOORD11;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD12;
#endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD13;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD14;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD15;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD16;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD17;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD18;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD19;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD20;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example)
float4 positionCS : TEXCOORD22;
#endif
};
// data describing the user output of a pixel
struct Surface
{
half3 Albedo;
half Height;
half3 Normal;
half Smoothness;
half3 Emission;
half Metallic;
half3 Specular;
half Occlusion;
half SpecularPower; // for simple lighting
half Alpha;
float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
// HDRP Only
half SpecularOcclusion;
half SubsurfaceMask;
half Thickness;
half CoatMask;
half CoatSmoothness;
half Anisotropy;
half IridescenceMask;
half IridescenceThickness;
int DiffusionProfileHash;
float SpecularAAThreshold;
float SpecularAAScreenSpaceVariance;
// requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
float3 DiffuseGI;
float3 BackDiffuseGI;
float3 SpecularGI;
float ior;
float3 transmittanceColor;
float atDistance;
float transmittanceMask;
// requires _OVERRIDE_SHADOWMASK to be defines
float4 ShadowMask;
// for decals
float NormalAlpha;
float MAOSAlpha;
};
// Data the user declares in blackboard blocks
struct Blackboard
{
float blackboardDummyData;
};
// data the user might need, this will grow to be big. But easy to strip
struct ShaderData
{
float4 clipPos; // SV_POSITION
float3 localSpacePosition;
float3 localSpaceNormal;
float3 localSpaceTangent;
float3 worldSpacePosition;
float3 worldSpaceNormal;
float3 worldSpaceTangent;
float tangentSign;
float3 worldSpaceViewDir;
float3 tangentSpaceViewDir;
float4 texcoord0;
float4 texcoord1;
float4 texcoord2;
float4 texcoord3;
float2 screenUV;
float4 screenPos;
float4 vertexColor;
bool isFrontFace;
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
float3x3 TBNMatrix;
Blackboard blackboard;
};
struct VertexData
{
#if SHADER_TARGET > 30
// uint vertexID : SV_VertexID;
#endif
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
// optimize out mesh coords when not in use by user or lighting system
#if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
float4 texcoord1 : TEXCOORD1;
#endif
#if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
float4 texcoord1 : TEXCOORD1;
#endif
#if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _HDRP
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
#endif
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessVertex
{
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD5;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD6;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD7;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD8;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD9;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD10;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD11;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD12;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD14;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct ExtraV2F
{
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
Blackboard blackboard;
float4 time;
};
float3 WorldToTangentSpace(ShaderData d, float3 normal)
{
return mul(d.TBNMatrix, normal);
}
float3 TangentToWorldSpace(ShaderData d, float3 normal)
{
return mul(normal, d.TBNMatrix);
}
// in this case, make standard more like SRPs, because we can't fix
// unity_WorldToObject in HDRP, since it already does macro-fu there
#if _STANDARD
float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
#if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
#else
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
#endif
#undef GetWorldToObjectMatrix()
#define GetWorldToObjectMatrix() unity_WorldToObject
#endif
float3 GetCameraWorldPosition()
{
#if _HDRP
return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
#else
return _WorldSpaceCameraPos;
#endif
}
#if _GRABPASSUSED
#if _STANDARD
TEXTURE2D(%GRABTEXTURE%);
SAMPLER(sampler_%GRABTEXTURE%);
#endif
half3 GetSceneColor(float2 uv)
{
#if _STANDARD
return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb;
#else
return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
#endif
}
#endif
#if _STANDARD
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
#else
float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
#endif
float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
{
float eye = GetLinearEyeDepth(uv);
float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
float dt = dot(worldSpaceViewDir, camView);
float3 div = worldSpaceViewDir/dt;
float3 wpos = (eye * div) + GetCameraWorldPosition();
return wpos;
}
#if _HDRP
float3 ObjectToWorldSpacePosition(float3 pos)
{
return GetAbsolutePositionWS(TransformObjectToWorld(pos));
}
#else
float3 ObjectToWorldSpacePosition(float3 pos)
{
return TransformObjectToWorld(pos);
}
#endif
#if _STANDARD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
float3 norms = DecodeViewNormalStereo(depthNorms);
norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
return norms;
}
#elif _HDRP && !_DECALSHADER
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
NormalData nd;
DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
return nd.normalWS;
}
#elif _URP
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
return SampleSceneNormals(uv);
#else
float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
#endif
}
#endif
#if _HDRP
half3 UnpackNormalmapRGorAG(half4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
half3 UnpackNormal(half4 packednormal)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
return UnpackNormalmapRGorAG(packednormal);
#endif
}
#endif
#if _HDRP || _URP
half3 UnpackScaleNormal(half4 packednormal, half scale)
{
#ifndef UNITY_NO_DXT5nm
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
// Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
packednormal.x *= packednormal.w;
#endif
half3 normal;
normal.xy = (packednormal.xy * 2 - 1) * scale;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
#endif
void GetSun(out float3 lightDir, out float3 color)
{
lightDir = float3(0.5, 0.5, 0);
color = 1;
#if _HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
#elif _STANDARD
lightDir = normalize(_WorldSpaceLightPos0.xyz);
color = _LightColor0.rgb;
#elif _URP
Light light = GetMainLight();
lightDir = light.direction;
color = light.color;
#endif
}
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _MainTex_ST, _MainTex_TexelSize;
half _Alpha, _AlphaCutoffValue;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if FADE_ON
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if ALPHAOUTLINE_ON
half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
half4 _AlphaOutlineColor;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if GRADIENT_ON
half _GradBlend, _GradBoostX, _GradBoostY;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
#if CHANGECOLOR2_ON
half4 _ColorChangeNewCol2, _ColorChangeTarget2;
half _ColorChangeTolerance2;
#endif
#if CHANGECOLOR3_ON
half4 _ColorChangeNewCol3, _ColorChangeTarget3;
half _ColorChangeTolerance3;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity, _GreyscaleBlend;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency, _GhostBlend;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
half4 _HologramStripeColor;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
#endif
#if CONTRAST_ON
half _Contrast, _Brightness;
#endif
#if OVERLAY_ON
half4 _OverlayTex_ST, _OverlayColor;
half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
#endif
#if WAVEUV_ON
float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if RADIALCLIPPING_ON
half _RadialStartAngle, _RadialClip, _RadialClip2;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if WARP_ON
half _WarpStrength, _WarpSpeed, _WarpScale;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
float _RandomSeed;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if GLOW_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if OUTTEX_ON
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
#endif
#if OUTDIST_ON
TEXTURE2D(_OutlineDistortTex);
SAMPLER(sampler_OutlineDistortTex);
#endif
#if COLORSWAP_ON
TEXTURE2D(_ColorSwapTex);
SAMPLER(sampler_ColorSwapTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTex);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if SHINE_ON
TEXTURE2D(_ShineMask);
SAMPLER(sampler_ShineMask);
#endif
#if OVERLAY_ON
TEXTURE2D(_OverlayTex);
SAMPLER(sampler_OverlayTex);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler)
{
half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y);
half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
return col.rgb;
}
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
//-------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
//-------------------------------------------
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//BILBOARD_ON
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
v.vertex = half4(localPos, 1);
#endif
//-----------------------------------------------------------
v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex);
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
#endif
//POLARUV_ON
#if POLARUV_ON
v.texcoord0.xy = v.texcoord0.xy - center;
#endif
//----------------------------------------
//ROTATEUV_ON
#if ROTATEUV_ON
half2 uvC = v.texcoord0.xy;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= center;
v.texcoord0.xy = mul(rot, uvC);
v.texcoord0.xy += center;
#endif
//--------------------
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
#if OUTTEX_ON
v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex);
#endif
#if OUTDIST_ON
v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex);
#endif
#if DISTORT_ON
v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
half randomSeed = _RandomSeed;
float2 uvRect = d.texcoord0;
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
//CLIPPING_ON
#if CLIPPING_ON
half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
//----------------------------------
//RADIALCLIPPING_ON
#if RADIALCLIPPING_ON
half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half startAngle = _RadialStartAngle - _RadialClip;
half endAngle = _RadialStartAngle + _RadialClip2;
half offset0 = clamp(0, 360, startAngle + 360);
half offset360 = clamp(0, 360, endAngle - 360);
half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y));
half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
#endif
//-----------------------------
//TEXTURESCROLL_ON && ATLAS_ON
#if TEXTURESCROLL_ON && ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1)));
#endif
//----------------------------
//OFFSETUV_ON
#if OFFSETUV_ON
#if ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1)));
#else
d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY);
#endif
#endif
//----------------------
//POLARUV_ON
#if POLARUV_ON
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy));
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
//--------------------------------------
//TWISTUV_ON
#if TWISTUV_ON
#if ATLAS_ON
_TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV;
_TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV;
#endif
half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
d.texcoord0.xy = tempUv;
#endif
//--------------------------------------------
//FISHEYE_ON
#if FISHEYE_ON
half bind = length(centerTiled);
half2 dF = d.texcoord0.xy - centerTiled;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
//---------------------------------------------
//PINCH_ON
#if PINCH_ON
half2 dP = d.texcoord0.xy - centerTiled;
half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001);
d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
//---------------------------------------------
//ZOOMUV_ON
#if ZOOMUV_ON
d.texcoord0.xy -= centerTiled;
d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount;
d.texcoord0.xy += centerTiled;
#endif
//-----------------------------------------------
//DOODLE_ON
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor((_Time.x + randomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
//--------------------------
//SHAKEUV_ON
#if SHAKEUV_ON
half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
//-------------------------------------------
//RECTSIZE_ON
#if RECTSIZE_ON
d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
//-------------------------------------------
//DISTORT_ON
#if DISTORT_ON
#if ATLAS_ON
d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV));
d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV));
#endif
d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1;
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
//-------------------------------------------------------
//WARP_ON
#if WARP_ON
half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
const float tau = 6.283185307179586;
float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale;
float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale;
float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength;
d.texcoord0.xy += warp;
#endif
//-------------------------------------------------------
//WAVEUV_ON
#if WAVEUV_ON
float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
uvWave %= 1;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
float waveTime = _Time.y + randomSeed;
float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed));
d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0);
#endif
//----------------------------------------------------
//ROUNDWAVEUV_ON
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
//----------------------------------------------------
//WIND_ON
#if WIND_ON
half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10);
half2 windCenter = half2(0.5, 0.1);
#if ATLAS_ON
windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV;
windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV;
#endif
#if !MANUALWIND_ON
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1);
#else
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
windOffset = _GrassManualAnim;
#endif
half2 delta = d.texcoord0.xy - windCenter;
half delta2 = dot(delta.xy, delta.xy);
half2 delta_offset = delta2 * windOffset;
d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend;
#endif
//--------------------------------------------------------
//TEXTURESCROLL_ON && !ATLAS_ON
#if TEXTURESCROLL_ON && !ATLAS_ON
d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1;
d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1;
#endif
//------------------------------
//PIXELATE_ON
#if PIXELATE_ON
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize;
#endif
//--------------
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy);
half originalAlpha = col.a;
col *= d.vertexColor;
//NORMAL MAP
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
//GLITCH_ON
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0);
col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor;
#endif
//--------------------------------------
//CHROMABERR_ON
#if CHROMABERR_ON
half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor;
half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
//--------------------------------
//BLUR_ON
#if BLUR_ON
#if ATLAS_ON
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor;
#endif
#else
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor;
#endif
#endif
#endif
//--------------------
//MOTIONBLUR_ON
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
#if ATLAS_ON
_MotionBlurDist *= (_MaxXUV - _MinXUV);
#endif
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
//------------------------------------
//NEGATIVE_ON
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
//--------------
half luminance = 0;
//GREYSCALE_ON && !GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//------------------------------------
//GHOST_ON
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 ghostResult;
ghostResult.a = saturate(luminance - _GhostTransparency) * col.a;
ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost);
col = lerp(col, ghostResult, _GhostBlend);
#endif
//------------------------------------
//INNEROUTLINE_ON
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
//-------------------------------------------------------
//HITEFFECT_ON
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
//--------------------
//GRADIENT_ON
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
#if GRADIENT2COL_ON
_GradTopRightCol = _GradTopLeftCol;
_GradBotRightCol = _GradBotLeftCol;
#endif
#if RADIALGRADIENT_ON
half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5));
radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
radialDist = saturate(_GradBoostX * radialDist);
half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist);
#else
half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX));
half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor),
lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY)));
#endif
gradientResult = lerp(col, gradientResult, _GradBlend);
col.rgb = gradientResult.rgb * col.a;
col.a *= gradientResult.a;
#endif
//--------------------------------------------------------------------
//CONTRAST_ON
#if CONTRAST_ON
col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5);
col.rgb += _Brightness;
#endif
//-------------------------------------------------------------------
//COLORSWAP_ON
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity);
swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend);
#endif
//--------------------------------------------------------------------
//COLORRAMP_ON && !COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//--------------------------------------------------------------------
//CHANGECOLOR_ON
#if CHANGECOLOR_ON
float3 currChangeColor = saturate(col.rgb);
luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#if CHANGECOLOR2_ON
dif = abs(currChangeColor - _ColorChangeTarget2.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0));
#endif
#if CHANGECOLOR3_ON
dif = abs(currChangeColor - _ColorChangeTarget3.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0));
#endif
#endif
//-------------------------------------------------------
//POSTERIZE_ON && !POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//------------------------------------
//HSV_ON
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
//-------------------------------------------------------
//OVERLAY_ON
#if OVERLAY_ON
half2 overlayUvs = d.texcoord0.xy;
overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1;
overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1;
half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex));
overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow;
#if !OVERLAYMULT_ON
overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend;
col.rgb += overlayCol.rgb;
#else
overlayCol.a *= _OverlayColor.a;
col = lerp(col, col * overlayCol, _OverlayBlend);
#endif
#endif
//---------------------------------
//OUTBASE_ON
#if OUTBASE_ON
#if OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a;
half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a;
half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a;
half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a;
half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1;
d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1);
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) * _OutlineAlpha;
half4 outline = _OutlineColor * d.vertexColor.a;
outline.rgb *= _OutlineGlow;
outline.a = result;
#if ONLYOUTLINE_ON
col = outline;
#else
col = lerp(col, outline, result);
#endif
#endif
//-------------------------------------------------------
//FADE_ON
#if FADE_ON
half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex);
half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex);
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
//-------------------------------------------------------
//SHADOW_ON
#if SHADOW_ON
half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a;
half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a));
col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a));
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a);
#endif
//-------------------------------------------------------
//GLOW_ON
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0);
#else
emission = col;
#endif
col.rgb *= _GlowGlobal;
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
//-------------------------------------------------------
//COLORRAMP_ON && COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//---------------
//GREYSCALE_ON && GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//-----------------------------------
//POSTERIZE_ON && POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//-----------------------------------
//SHINE_ON
#if SHINE_ON
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
//-----------------------------------
//HOLOGRAM_ON
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
hologramYCoord = abs(hologramYCoord);
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0);
half4 hologramResult = col;
hologramResult.a *= lerp(alpha, 1, hologramMask);
hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
hologramMask = 1 - step(0.01,hologramMask);
hologramResult.rgb += hologramMask * _HologramStripeColor * col.a;
col = lerp(col, hologramResult, _HologramBlend);
#endif
//-----------------------------------
//FLICKER_ON
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
//-----------------------------------
//ALPHACUTOFF_ON
//ALPHAROUND_ON
//ALPHAOUTLINE_ON
#if ALPHAOUTLINE_ON
half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend;
col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes);
col.a = lerp(col.a, 1, alphaOutlineRes > 1);
#endif
//-------------------------------------------------------
//FOG_ON
//------------------
col *= _Color;
o.Albedo = col;
col.a *= _Alpha;
clip(col.a - _AlphaCutoffValue - 0.01);
o.Alpha = _Color.a;
}
void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
{
Ext_SurfaceFunction0(l, d);
// Ext_SurfaceFunction1(l, d);
// Ext_SurfaceFunction2(l, d);
// Ext_SurfaceFunction3(l, d);
// Ext_SurfaceFunction4(l, d);
// Ext_SurfaceFunction5(l, d);
// Ext_SurfaceFunction6(l, d);
// Ext_SurfaceFunction7(l, d);
// Ext_SurfaceFunction8(l, d);
// Ext_SurfaceFunction9(l, d);
// Ext_SurfaceFunction10(l, d);
// Ext_SurfaceFunction11(l, d);
// Ext_SurfaceFunction12(l, d);
// Ext_SurfaceFunction13(l, d);
// Ext_SurfaceFunction14(l, d);
// Ext_SurfaceFunction15(l, d);
// Ext_SurfaceFunction16(l, d);
// Ext_SurfaceFunction17(l, d);
// Ext_SurfaceFunction18(l, d);
// Ext_SurfaceFunction19(l, d);
// Ext_SurfaceFunction20(l, d);
// Ext_SurfaceFunction21(l, d);
// Ext_SurfaceFunction22(l, d);
// Ext_SurfaceFunction23(l, d);
// Ext_SurfaceFunction24(l, d);
// Ext_SurfaceFunction25(l, d);
// Ext_SurfaceFunction26(l, d);
// Ext_SurfaceFunction27(l, d);
// Ext_SurfaceFunction28(l, d);
// Ext_SurfaceFunction29(l, d);
}
#if !_DECALSHADER
void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// due to motion vectors in HDRP, we need to use the last
// time in certain spots. So if you are going to use _Time to adjust vertices,
// you need to use this time or motion vectors will break.
d.time = time;
Ext_ModifyVertex0(v, d);
// Ext_ModifyVertex1(v, d);
// Ext_ModifyVertex2(v, d);
// Ext_ModifyVertex3(v, d);
// Ext_ModifyVertex4(v, d);
// Ext_ModifyVertex5(v, d);
// Ext_ModifyVertex6(v, d);
// Ext_ModifyVertex7(v, d);
// Ext_ModifyVertex8(v, d);
// Ext_ModifyVertex9(v, d);
// Ext_ModifyVertex10(v, d);
// Ext_ModifyVertex11(v, d);
// Ext_ModifyVertex12(v, d);
// Ext_ModifyVertex13(v, d);
// Ext_ModifyVertex14(v, d);
// Ext_ModifyVertex15(v, d);
// Ext_ModifyVertex16(v, d);
// Ext_ModifyVertex17(v, d);
// Ext_ModifyVertex18(v, d);
// Ext_ModifyVertex19(v, d);
// Ext_ModifyVertex20(v, d);
// Ext_ModifyVertex21(v, d);
// Ext_ModifyVertex22(v, d);
// Ext_ModifyVertex23(v, d);
// Ext_ModifyVertex24(v, d);
// Ext_ModifyVertex25(v, d);
// Ext_ModifyVertex26(v, d);
// Ext_ModifyVertex27(v, d);
// Ext_ModifyVertex28(v, d);
// Ext_ModifyVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = v2p.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = v2p.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = v2p.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = v2p.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = v2p.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = v2p.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = v2p.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = v2p.extraV2F7;
// #endif
// Ext_ModifyTessellatedVertex0(v, d);
// Ext_ModifyTessellatedVertex1(v, d);
// Ext_ModifyTessellatedVertex2(v, d);
// Ext_ModifyTessellatedVertex3(v, d);
// Ext_ModifyTessellatedVertex4(v, d);
// Ext_ModifyTessellatedVertex5(v, d);
// Ext_ModifyTessellatedVertex6(v, d);
// Ext_ModifyTessellatedVertex7(v, d);
// Ext_ModifyTessellatedVertex8(v, d);
// Ext_ModifyTessellatedVertex9(v, d);
// Ext_ModifyTessellatedVertex10(v, d);
// Ext_ModifyTessellatedVertex11(v, d);
// Ext_ModifyTessellatedVertex12(v, d);
// Ext_ModifyTessellatedVertex13(v, d);
// Ext_ModifyTessellatedVertex14(v, d);
// Ext_ModifyTessellatedVertex15(v, d);
// Ext_ModifyTessellatedVertex16(v, d);
// Ext_ModifyTessellatedVertex17(v, d);
// Ext_ModifyTessellatedVertex18(v, d);
// Ext_ModifyTessellatedVertex19(v, d);
// Ext_ModifyTessellatedVertex20(v, d);
// Ext_ModifyTessellatedVertex21(v, d);
// Ext_ModifyTessellatedVertex22(v, d);
// Ext_ModifyTessellatedVertex23(v, d);
// Ext_ModifyTessellatedVertex24(v, d);
// Ext_ModifyTessellatedVertex25(v, d);
// Ext_ModifyTessellatedVertex26(v, d);
// Ext_ModifyTessellatedVertex27(v, d);
// Ext_ModifyTessellatedVertex28(v, d);
// Ext_ModifyTessellatedVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
{
// Ext_FinalColorForward0(l, d, color);
// Ext_FinalColorForward1(l, d, color);
// Ext_FinalColorForward2(l, d, color);
// Ext_FinalColorForward3(l, d, color);
// Ext_FinalColorForward4(l, d, color);
// Ext_FinalColorForward5(l, d, color);
// Ext_FinalColorForward6(l, d, color);
// Ext_FinalColorForward7(l, d, color);
// Ext_FinalColorForward8(l, d, color);
// Ext_FinalColorForward9(l, d, color);
// Ext_FinalColorForward10(l, d, color);
// Ext_FinalColorForward11(l, d, color);
// Ext_FinalColorForward12(l, d, color);
// Ext_FinalColorForward13(l, d, color);
// Ext_FinalColorForward14(l, d, color);
// Ext_FinalColorForward15(l, d, color);
// Ext_FinalColorForward16(l, d, color);
// Ext_FinalColorForward17(l, d, color);
// Ext_FinalColorForward18(l, d, color);
// Ext_FinalColorForward19(l, d, color);
// Ext_FinalColorForward20(l, d, color);
// Ext_FinalColorForward21(l, d, color);
// Ext_FinalColorForward22(l, d, color);
// Ext_FinalColorForward23(l, d, color);
// Ext_FinalColorForward24(l, d, color);
// Ext_FinalColorForward25(l, d, color);
// Ext_FinalColorForward26(l, d, color);
// Ext_FinalColorForward27(l, d, color);
// Ext_FinalColorForward28(l, d, color);
// Ext_FinalColorForward29(l, d, color);
}
void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
{
// Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
}
#endif
#if _DECALSHADER
ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
{
ShaderData d = (ShaderData)0;
d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
d.worldSpaceNormal = IN.WorldSpaceNormal;
d.worldSpaceTangent = IN.WorldSpaceTangent;
d.worldSpacePosition = IN.WorldSpacePosition;
d.texcoord0 = IN.uv0.xyxy;
d.screenPos = IN.ScreenPosition;
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
// #endif
return d;
}
#else
ShaderData CreateShaderData(VertexToPixel i
#if NEED_FACING
, bool facing
#endif
)
{
ShaderData d = (ShaderData)0;
d.clipPos = i.pos;
d.worldSpacePosition = i.worldPos;
d.worldSpaceNormal = normalize(i.worldNormal);
d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
d.texcoord0 = i.texcoord0;
d.texcoord1 = i.texcoord1;
d.texcoord2 = i.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
d.texcoord3 = i.texcoord3;
// #endif
// d.isFrontFace = facing;
// #if %VERTEXCOLORREQUIREKEY%
d.vertexColor = i.vertexColor;
// #endif
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenPos = i.screenPos;
// d.screenUV = (i.screenPos.xy / i.screenPos.w);
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = i.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = i.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = i.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = i.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = i.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = i.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = i.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = i.extraV2F7;
// #endif
return d;
}
#endif
#if defined(_PASSSHADOW)
float3 _LightDirection;
float3 _LightPosition;
#endif
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#define GetWorldToViewMatrix() _ViewMatrix
#define UNITY_MATRIX_I_V _InvViewMatrix
#define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix)
#define UNITY_MATRIX_I_P _InvProjMatrix
#define GetWorldToHClipMatrix() _ViewProjMatrix
#define UNITY_MATRIX_I_VP _InvViewProjMatrix
#define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix
#define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix
#define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix
void MotionVectorPositionZBias(VertexToPixel input)
{
#if UNITY_REVERSED_Z
input.pos.z -= unity_MotionVectorsParams.z * input.pos.w;
#else
input.pos.z += unity_MotionVectorsParams.z * input.pos.w;
#endif
}
#endif
// vertex shader
VertexToPixel Vert (VertexData v)
{
VertexToPixel o = (VertexToPixel)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = v;
#endif
#if !_TESSELLATION_ON
ChainModifyVertex(v, o, _Time);
#endif
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
o.texcoord3 = v.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
o.vertexColor = v.vertexColor;
// #endif
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.worldPos = positionWS;
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
// For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
#if _PASSSHADOW
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
#else
float3 lightDirectionWS = _LightDirection;
#endif
// Define shadow pass specific clip position for Universal
o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
#if UNITY_REVERSED_Z
o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#else
o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#elif _PASSMETA
o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#else
o.pos = TransformWorldToHClip(o.worldPos);
#endif
// #if %SCREENPOSREQUIREKEY%
// o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
// #endif
#if _PASSFORWARD || _PASSGBUFFER
float2 uv1 = v.texcoord1.xy;
OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
o.texcoord1.xy = uv1;
#if UNITY_VERSION < 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#if UNITY_VERSION >= 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009
OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion);
#endif
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half fogFactor = 0;
#if defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(o.pos.z);
#endif
#if _BAKEDLIT
o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
#else
half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(o);
#endif
o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (!forceNoMotion)
{
#if defined(HAVE_VFX_MODIFICATION)
float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS;
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
const bool applyDeformation = false;
#else
const bool applyDeformation = true;
#endif
#else
const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation
float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz;
#if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT)
const bool applyDeformation = true;
#else
const bool applyDeformation = hasDeformation;
#endif
#endif
// TODO
#if defined(FEATURES_GRAPH_VERTEX)
if (applyDeformation)
previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS);
else
previousPositionOS = previousMesh.positionOS;
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS);
#endif
#if defined (_ADD_PRECOMPUTED_VELOCITY)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f));
#if defined(HAVE_VFX_MODIFICATION)
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS);
#else
#if VFX_WORLD_SPACE
//previousPositionOS is already in world space
const float3 previousPositionWS = previousPositionOS;
#else
const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz;
#endif
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f));
#endif
#else
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1)));
#endif
}
#endif
return o;
}
// fragment shader
half4 Frag (VertexToPixel IN
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
ShaderData d = CreateShaderData(IN
#if NEED_FACING
, facing
#endif
);
Surface l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
ChainSurfaceFunction(l, d);
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = l.Albedo;
metaInput.Emission = l.Emission;
return MetaFragment(metaInput);
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Plane" }
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#define _PASSDEPTH 1
#define _PASSDEPTHNORMALS 1
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local OUTBASE_ON
#pragma shader_feature_local ONLYOUTLINE_ON
#pragma shader_feature_local GRADIENT_ON
#pragma shader_feature_local GRADIENT2COL_ON
#pragma shader_feature_local RADIALGRADIENT_ON
#pragma shader_feature_local COLORSWAP_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local CHANGECOLOR_ON
#pragma shader_feature_local CHANGECOLOR2_ON
#pragma shader_feature_local CHANGECOLOR3_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local GRADIENTCOLORRAMP_ON
#pragma shader_feature_local HITEFFECT_ON
#pragma shader_feature_local NEGATIVE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local GREYSCALE_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local BLUR_ON
#pragma shader_feature_local MOTIONBLUR_ON
#pragma shader_feature_local GHOST_ON
#pragma shader_feature_local ALPHAOUTLINE_ON
#pragma shader_feature_local INNEROUTLINE_ON
#pragma shader_feature_local ONLYINNEROUTLINE_ON
#pragma shader_feature_local HOLOGRAM_ON
#pragma shader_feature_local CHROMABERR_ON
#pragma shader_feature_local GLITCH_ON
#pragma shader_feature_local FLICKER_ON
#pragma shader_feature_local SHADOW_ON
#pragma shader_feature_local SHINE_ON
#pragma shader_feature_local CONTRAST_ON
#pragma shader_feature_local OVERLAY_ON
#pragma shader_feature_local OVERLAYMULT_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local WIND_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local RECTSIZE_ON
#pragma shader_feature_local OFFSETUV_ON
#pragma shader_feature_local CLIPPING_ON
#pragma shader_feature_local RADIALCLIPPING_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local ZOOMUV_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local WARP_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local ROTATEUV_ON
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local FISHEYE_ON
#pragma shader_feature_local PINCH_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local OUTTEX_ON
#pragma shader_feature_local OUTDIST_ON
#pragma shader_feature_local OUTBASE8DIR_ON
#pragma shader_feature_local OUTBASEPIXELPERF_ON
#pragma shader_feature_local COLORRAMPOUTLINE_ON
#pragma shader_feature_local GREYSCALEOUTLINE_ON
#pragma shader_feature_local POSTERIZEOUTLINE_ON
#pragma shader_feature_local BLURISHD_ON
#pragma shader_feature_local MANUALWIND_ON
#pragma shader_feature_local ATLAS_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature NORMALMAP_ON
#define _URP 1
#define _USINGTEXCOORD1 1
#define _USINGTEXCOORD2 1
// this has to be here or specular color will be ignored. Not in SG code
#if _SIMPLELIT
#define _SPECULAR_COLOR
#endif
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
#define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
#define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
#if defined(UNITY_COMPILER_HLSL)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
#define sampler2D_float sampler2D
#define sampler2D_half sampler2D
// data across stages, stripped like the above.
struct VertexToPixel
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
float4 texcoord0 : TEXCOORD3;
float4 texcoord1 : TEXCOORD4;
float4 texcoord2 : TEXCOORD5;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD6;
// #endif
// #if %SCREENPOSREQUIREKEY%
// float4 screenPos : TEXCOORD7;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
half4 vertexColor : COLOR;
// #endif
#if defined(LIGHTMAP_ON)
float2 lightmapUV : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
#if !defined(LIGHTMAP_ON)
float4 probeOcclusion : TEXCOORD8;
float3 sh : TEXCOORD10;
#endif
#if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
float4 fogFactorAndVertexLight : TEXCOORD11;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD12;
#endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD13;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD14;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD15;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD16;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD17;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD18;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD19;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD20;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example)
float4 positionCS : TEXCOORD22;
#endif
};
// data describing the user output of a pixel
struct Surface
{
half3 Albedo;
half Height;
half3 Normal;
half Smoothness;
half3 Emission;
half Metallic;
half3 Specular;
half Occlusion;
half SpecularPower; // for simple lighting
half Alpha;
float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
// HDRP Only
half SpecularOcclusion;
half SubsurfaceMask;
half Thickness;
half CoatMask;
half CoatSmoothness;
half Anisotropy;
half IridescenceMask;
half IridescenceThickness;
int DiffusionProfileHash;
float SpecularAAThreshold;
float SpecularAAScreenSpaceVariance;
// requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
float3 DiffuseGI;
float3 BackDiffuseGI;
float3 SpecularGI;
float ior;
float3 transmittanceColor;
float atDistance;
float transmittanceMask;
// requires _OVERRIDE_SHADOWMASK to be defines
float4 ShadowMask;
// for decals
float NormalAlpha;
float MAOSAlpha;
};
// Data the user declares in blackboard blocks
struct Blackboard
{
float blackboardDummyData;
};
// data the user might need, this will grow to be big. But easy to strip
struct ShaderData
{
float4 clipPos; // SV_POSITION
float3 localSpacePosition;
float3 localSpaceNormal;
float3 localSpaceTangent;
float3 worldSpacePosition;
float3 worldSpaceNormal;
float3 worldSpaceTangent;
float tangentSign;
float3 worldSpaceViewDir;
float3 tangentSpaceViewDir;
float4 texcoord0;
float4 texcoord1;
float4 texcoord2;
float4 texcoord3;
float2 screenUV;
float4 screenPos;
float4 vertexColor;
bool isFrontFace;
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
float3x3 TBNMatrix;
Blackboard blackboard;
};
struct VertexData
{
#if SHADER_TARGET > 30
// uint vertexID : SV_VertexID;
#endif
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
// optimize out mesh coords when not in use by user or lighting system
#if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
float4 texcoord1 : TEXCOORD1;
#endif
#if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
float4 texcoord1 : TEXCOORD1;
#endif
#if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _HDRP
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
#endif
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessVertex
{
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD5;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD6;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD7;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD8;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD9;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD10;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD11;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD12;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD14;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct ExtraV2F
{
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
Blackboard blackboard;
float4 time;
};
float3 WorldToTangentSpace(ShaderData d, float3 normal)
{
return mul(d.TBNMatrix, normal);
}
float3 TangentToWorldSpace(ShaderData d, float3 normal)
{
return mul(normal, d.TBNMatrix);
}
// in this case, make standard more like SRPs, because we can't fix
// unity_WorldToObject in HDRP, since it already does macro-fu there
#if _STANDARD
float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
#if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
#else
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
#endif
#undef GetWorldToObjectMatrix()
#define GetWorldToObjectMatrix() unity_WorldToObject
#endif
float3 GetCameraWorldPosition()
{
#if _HDRP
return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
#else
return _WorldSpaceCameraPos;
#endif
}
#if _GRABPASSUSED
#if _STANDARD
TEXTURE2D(%GRABTEXTURE%);
SAMPLER(sampler_%GRABTEXTURE%);
#endif
half3 GetSceneColor(float2 uv)
{
#if _STANDARD
return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb;
#else
return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
#endif
}
#endif
#if _STANDARD
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
#else
float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
#endif
float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
{
float eye = GetLinearEyeDepth(uv);
float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
float dt = dot(worldSpaceViewDir, camView);
float3 div = worldSpaceViewDir/dt;
float3 wpos = (eye * div) + GetCameraWorldPosition();
return wpos;
}
#if _HDRP
float3 ObjectToWorldSpacePosition(float3 pos)
{
return GetAbsolutePositionWS(TransformObjectToWorld(pos));
}
#else
float3 ObjectToWorldSpacePosition(float3 pos)
{
return TransformObjectToWorld(pos);
}
#endif
#if _STANDARD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
float3 norms = DecodeViewNormalStereo(depthNorms);
norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
return norms;
}
#elif _HDRP && !_DECALSHADER
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
NormalData nd;
DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
return nd.normalWS;
}
#elif _URP
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
return SampleSceneNormals(uv);
#else
float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
#endif
}
#endif
#if _HDRP
half3 UnpackNormalmapRGorAG(half4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
half3 UnpackNormal(half4 packednormal)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
return UnpackNormalmapRGorAG(packednormal);
#endif
}
#endif
#if _HDRP || _URP
half3 UnpackScaleNormal(half4 packednormal, half scale)
{
#ifndef UNITY_NO_DXT5nm
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
// Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
packednormal.x *= packednormal.w;
#endif
half3 normal;
normal.xy = (packednormal.xy * 2 - 1) * scale;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
#endif
void GetSun(out float3 lightDir, out float3 color)
{
lightDir = float3(0.5, 0.5, 0);
color = 1;
#if _HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
#elif _STANDARD
lightDir = normalize(_WorldSpaceLightPos0.xyz);
color = _LightColor0.rgb;
#elif _URP
Light light = GetMainLight();
lightDir = light.direction;
color = light.color;
#endif
}
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _MainTex_ST, _MainTex_TexelSize;
half _Alpha, _AlphaCutoffValue;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if FADE_ON
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if ALPHAOUTLINE_ON
half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
half4 _AlphaOutlineColor;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if GRADIENT_ON
half _GradBlend, _GradBoostX, _GradBoostY;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
#if CHANGECOLOR2_ON
half4 _ColorChangeNewCol2, _ColorChangeTarget2;
half _ColorChangeTolerance2;
#endif
#if CHANGECOLOR3_ON
half4 _ColorChangeNewCol3, _ColorChangeTarget3;
half _ColorChangeTolerance3;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity, _GreyscaleBlend;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency, _GhostBlend;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
half4 _HologramStripeColor;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
#endif
#if CONTRAST_ON
half _Contrast, _Brightness;
#endif
#if OVERLAY_ON
half4 _OverlayTex_ST, _OverlayColor;
half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
#endif
#if WAVEUV_ON
float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if RADIALCLIPPING_ON
half _RadialStartAngle, _RadialClip, _RadialClip2;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if WARP_ON
half _WarpStrength, _WarpSpeed, _WarpScale;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
float _RandomSeed;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if GLOW_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if OUTTEX_ON
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
#endif
#if OUTDIST_ON
TEXTURE2D(_OutlineDistortTex);
SAMPLER(sampler_OutlineDistortTex);
#endif
#if COLORSWAP_ON
TEXTURE2D(_ColorSwapTex);
SAMPLER(sampler_ColorSwapTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTex);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if SHINE_ON
TEXTURE2D(_ShineMask);
SAMPLER(sampler_ShineMask);
#endif
#if OVERLAY_ON
TEXTURE2D(_OverlayTex);
SAMPLER(sampler_OverlayTex);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler)
{
half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y);
half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
return col.rgb;
}
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
//-------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
//-------------------------------------------
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//BILBOARD_ON
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
v.vertex = half4(localPos, 1);
#endif
//-----------------------------------------------------------
v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex);
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
#endif
//POLARUV_ON
#if POLARUV_ON
v.texcoord0.xy = v.texcoord0.xy - center;
#endif
//----------------------------------------
//ROTATEUV_ON
#if ROTATEUV_ON
half2 uvC = v.texcoord0.xy;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= center;
v.texcoord0.xy = mul(rot, uvC);
v.texcoord0.xy += center;
#endif
//--------------------
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
#if OUTTEX_ON
v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex);
#endif
#if OUTDIST_ON
v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex);
#endif
#if DISTORT_ON
v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
half randomSeed = _RandomSeed;
float2 uvRect = d.texcoord0;
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
//CLIPPING_ON
#if CLIPPING_ON
half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
//----------------------------------
//RADIALCLIPPING_ON
#if RADIALCLIPPING_ON
half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half startAngle = _RadialStartAngle - _RadialClip;
half endAngle = _RadialStartAngle + _RadialClip2;
half offset0 = clamp(0, 360, startAngle + 360);
half offset360 = clamp(0, 360, endAngle - 360);
half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y));
half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
#endif
//-----------------------------
//TEXTURESCROLL_ON && ATLAS_ON
#if TEXTURESCROLL_ON && ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1)));
#endif
//----------------------------
//OFFSETUV_ON
#if OFFSETUV_ON
#if ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1)));
#else
d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY);
#endif
#endif
//----------------------
//POLARUV_ON
#if POLARUV_ON
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy));
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
//--------------------------------------
//TWISTUV_ON
#if TWISTUV_ON
#if ATLAS_ON
_TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV;
_TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV;
#endif
half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
d.texcoord0.xy = tempUv;
#endif
//--------------------------------------------
//FISHEYE_ON
#if FISHEYE_ON
half bind = length(centerTiled);
half2 dF = d.texcoord0.xy - centerTiled;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
//---------------------------------------------
//PINCH_ON
#if PINCH_ON
half2 dP = d.texcoord0.xy - centerTiled;
half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001);
d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
//---------------------------------------------
//ZOOMUV_ON
#if ZOOMUV_ON
d.texcoord0.xy -= centerTiled;
d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount;
d.texcoord0.xy += centerTiled;
#endif
//-----------------------------------------------
//DOODLE_ON
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor((_Time.x + randomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
//--------------------------
//SHAKEUV_ON
#if SHAKEUV_ON
half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
//-------------------------------------------
//RECTSIZE_ON
#if RECTSIZE_ON
d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
//-------------------------------------------
//DISTORT_ON
#if DISTORT_ON
#if ATLAS_ON
d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV));
d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV));
#endif
d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1;
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
//-------------------------------------------------------
//WARP_ON
#if WARP_ON
half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
const float tau = 6.283185307179586;
float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale;
float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale;
float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength;
d.texcoord0.xy += warp;
#endif
//-------------------------------------------------------
//WAVEUV_ON
#if WAVEUV_ON
float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
uvWave %= 1;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
float waveTime = _Time.y + randomSeed;
float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed));
d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0);
#endif
//----------------------------------------------------
//ROUNDWAVEUV_ON
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
//----------------------------------------------------
//WIND_ON
#if WIND_ON
half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10);
half2 windCenter = half2(0.5, 0.1);
#if ATLAS_ON
windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV;
windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV;
#endif
#if !MANUALWIND_ON
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1);
#else
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
windOffset = _GrassManualAnim;
#endif
half2 delta = d.texcoord0.xy - windCenter;
half delta2 = dot(delta.xy, delta.xy);
half2 delta_offset = delta2 * windOffset;
d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend;
#endif
//--------------------------------------------------------
//TEXTURESCROLL_ON && !ATLAS_ON
#if TEXTURESCROLL_ON && !ATLAS_ON
d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1;
d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1;
#endif
//------------------------------
//PIXELATE_ON
#if PIXELATE_ON
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize;
#endif
//--------------
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy);
half originalAlpha = col.a;
col *= d.vertexColor;
//NORMAL MAP
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
//GLITCH_ON
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0);
col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor;
#endif
//--------------------------------------
//CHROMABERR_ON
#if CHROMABERR_ON
half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor;
half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
//--------------------------------
//BLUR_ON
#if BLUR_ON
#if ATLAS_ON
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor;
#endif
#else
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor;
#endif
#endif
#endif
//--------------------
//MOTIONBLUR_ON
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
#if ATLAS_ON
_MotionBlurDist *= (_MaxXUV - _MinXUV);
#endif
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
//------------------------------------
//NEGATIVE_ON
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
//--------------
half luminance = 0;
//GREYSCALE_ON && !GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//------------------------------------
//GHOST_ON
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 ghostResult;
ghostResult.a = saturate(luminance - _GhostTransparency) * col.a;
ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost);
col = lerp(col, ghostResult, _GhostBlend);
#endif
//------------------------------------
//INNEROUTLINE_ON
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
//-------------------------------------------------------
//HITEFFECT_ON
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
//--------------------
//GRADIENT_ON
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
#if GRADIENT2COL_ON
_GradTopRightCol = _GradTopLeftCol;
_GradBotRightCol = _GradBotLeftCol;
#endif
#if RADIALGRADIENT_ON
half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5));
radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
radialDist = saturate(_GradBoostX * radialDist);
half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist);
#else
half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX));
half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor),
lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY)));
#endif
gradientResult = lerp(col, gradientResult, _GradBlend);
col.rgb = gradientResult.rgb * col.a;
col.a *= gradientResult.a;
#endif
//--------------------------------------------------------------------
//CONTRAST_ON
#if CONTRAST_ON
col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5);
col.rgb += _Brightness;
#endif
//-------------------------------------------------------------------
//COLORSWAP_ON
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity);
swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend);
#endif
//--------------------------------------------------------------------
//COLORRAMP_ON && !COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//--------------------------------------------------------------------
//CHANGECOLOR_ON
#if CHANGECOLOR_ON
float3 currChangeColor = saturate(col.rgb);
luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#if CHANGECOLOR2_ON
dif = abs(currChangeColor - _ColorChangeTarget2.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0));
#endif
#if CHANGECOLOR3_ON
dif = abs(currChangeColor - _ColorChangeTarget3.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0));
#endif
#endif
//-------------------------------------------------------
//POSTERIZE_ON && !POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//------------------------------------
//HSV_ON
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
//-------------------------------------------------------
//OVERLAY_ON
#if OVERLAY_ON
half2 overlayUvs = d.texcoord0.xy;
overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1;
overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1;
half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex));
overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow;
#if !OVERLAYMULT_ON
overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend;
col.rgb += overlayCol.rgb;
#else
overlayCol.a *= _OverlayColor.a;
col = lerp(col, col * overlayCol, _OverlayBlend);
#endif
#endif
//---------------------------------
//OUTBASE_ON
#if OUTBASE_ON
#if OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a;
half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a;
half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a;
half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a;
half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1;
d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1);
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) * _OutlineAlpha;
half4 outline = _OutlineColor * d.vertexColor.a;
outline.rgb *= _OutlineGlow;
outline.a = result;
#if ONLYOUTLINE_ON
col = outline;
#else
col = lerp(col, outline, result);
#endif
#endif
//-------------------------------------------------------
//FADE_ON
#if FADE_ON
half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex);
half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex);
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
//-------------------------------------------------------
//SHADOW_ON
#if SHADOW_ON
half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a;
half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a));
col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a));
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a);
#endif
//-------------------------------------------------------
//GLOW_ON
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0);
#else
emission = col;
#endif
col.rgb *= _GlowGlobal;
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
//-------------------------------------------------------
//COLORRAMP_ON && COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//---------------
//GREYSCALE_ON && GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//-----------------------------------
//POSTERIZE_ON && POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//-----------------------------------
//SHINE_ON
#if SHINE_ON
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
//-----------------------------------
//HOLOGRAM_ON
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
hologramYCoord = abs(hologramYCoord);
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0);
half4 hologramResult = col;
hologramResult.a *= lerp(alpha, 1, hologramMask);
hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
hologramMask = 1 - step(0.01,hologramMask);
hologramResult.rgb += hologramMask * _HologramStripeColor * col.a;
col = lerp(col, hologramResult, _HologramBlend);
#endif
//-----------------------------------
//FLICKER_ON
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
//-----------------------------------
//ALPHACUTOFF_ON
//ALPHAROUND_ON
//ALPHAOUTLINE_ON
#if ALPHAOUTLINE_ON
half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend;
col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes);
col.a = lerp(col.a, 1, alphaOutlineRes > 1);
#endif
//-------------------------------------------------------
//FOG_ON
//------------------
col *= _Color;
o.Albedo = col;
col.a *= _Alpha;
clip(col.a - _AlphaCutoffValue - 0.01);
o.Alpha = _Color.a;
}
void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
{
Ext_SurfaceFunction0(l, d);
// Ext_SurfaceFunction1(l, d);
// Ext_SurfaceFunction2(l, d);
// Ext_SurfaceFunction3(l, d);
// Ext_SurfaceFunction4(l, d);
// Ext_SurfaceFunction5(l, d);
// Ext_SurfaceFunction6(l, d);
// Ext_SurfaceFunction7(l, d);
// Ext_SurfaceFunction8(l, d);
// Ext_SurfaceFunction9(l, d);
// Ext_SurfaceFunction10(l, d);
// Ext_SurfaceFunction11(l, d);
// Ext_SurfaceFunction12(l, d);
// Ext_SurfaceFunction13(l, d);
// Ext_SurfaceFunction14(l, d);
// Ext_SurfaceFunction15(l, d);
// Ext_SurfaceFunction16(l, d);
// Ext_SurfaceFunction17(l, d);
// Ext_SurfaceFunction18(l, d);
// Ext_SurfaceFunction19(l, d);
// Ext_SurfaceFunction20(l, d);
// Ext_SurfaceFunction21(l, d);
// Ext_SurfaceFunction22(l, d);
// Ext_SurfaceFunction23(l, d);
// Ext_SurfaceFunction24(l, d);
// Ext_SurfaceFunction25(l, d);
// Ext_SurfaceFunction26(l, d);
// Ext_SurfaceFunction27(l, d);
// Ext_SurfaceFunction28(l, d);
// Ext_SurfaceFunction29(l, d);
}
#if !_DECALSHADER
void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// due to motion vectors in HDRP, we need to use the last
// time in certain spots. So if you are going to use _Time to adjust vertices,
// you need to use this time or motion vectors will break.
d.time = time;
Ext_ModifyVertex0(v, d);
// Ext_ModifyVertex1(v, d);
// Ext_ModifyVertex2(v, d);
// Ext_ModifyVertex3(v, d);
// Ext_ModifyVertex4(v, d);
// Ext_ModifyVertex5(v, d);
// Ext_ModifyVertex6(v, d);
// Ext_ModifyVertex7(v, d);
// Ext_ModifyVertex8(v, d);
// Ext_ModifyVertex9(v, d);
// Ext_ModifyVertex10(v, d);
// Ext_ModifyVertex11(v, d);
// Ext_ModifyVertex12(v, d);
// Ext_ModifyVertex13(v, d);
// Ext_ModifyVertex14(v, d);
// Ext_ModifyVertex15(v, d);
// Ext_ModifyVertex16(v, d);
// Ext_ModifyVertex17(v, d);
// Ext_ModifyVertex18(v, d);
// Ext_ModifyVertex19(v, d);
// Ext_ModifyVertex20(v, d);
// Ext_ModifyVertex21(v, d);
// Ext_ModifyVertex22(v, d);
// Ext_ModifyVertex23(v, d);
// Ext_ModifyVertex24(v, d);
// Ext_ModifyVertex25(v, d);
// Ext_ModifyVertex26(v, d);
// Ext_ModifyVertex27(v, d);
// Ext_ModifyVertex28(v, d);
// Ext_ModifyVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = v2p.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = v2p.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = v2p.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = v2p.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = v2p.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = v2p.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = v2p.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = v2p.extraV2F7;
// #endif
// Ext_ModifyTessellatedVertex0(v, d);
// Ext_ModifyTessellatedVertex1(v, d);
// Ext_ModifyTessellatedVertex2(v, d);
// Ext_ModifyTessellatedVertex3(v, d);
// Ext_ModifyTessellatedVertex4(v, d);
// Ext_ModifyTessellatedVertex5(v, d);
// Ext_ModifyTessellatedVertex6(v, d);
// Ext_ModifyTessellatedVertex7(v, d);
// Ext_ModifyTessellatedVertex8(v, d);
// Ext_ModifyTessellatedVertex9(v, d);
// Ext_ModifyTessellatedVertex10(v, d);
// Ext_ModifyTessellatedVertex11(v, d);
// Ext_ModifyTessellatedVertex12(v, d);
// Ext_ModifyTessellatedVertex13(v, d);
// Ext_ModifyTessellatedVertex14(v, d);
// Ext_ModifyTessellatedVertex15(v, d);
// Ext_ModifyTessellatedVertex16(v, d);
// Ext_ModifyTessellatedVertex17(v, d);
// Ext_ModifyTessellatedVertex18(v, d);
// Ext_ModifyTessellatedVertex19(v, d);
// Ext_ModifyTessellatedVertex20(v, d);
// Ext_ModifyTessellatedVertex21(v, d);
// Ext_ModifyTessellatedVertex22(v, d);
// Ext_ModifyTessellatedVertex23(v, d);
// Ext_ModifyTessellatedVertex24(v, d);
// Ext_ModifyTessellatedVertex25(v, d);
// Ext_ModifyTessellatedVertex26(v, d);
// Ext_ModifyTessellatedVertex27(v, d);
// Ext_ModifyTessellatedVertex28(v, d);
// Ext_ModifyTessellatedVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
{
// Ext_FinalColorForward0(l, d, color);
// Ext_FinalColorForward1(l, d, color);
// Ext_FinalColorForward2(l, d, color);
// Ext_FinalColorForward3(l, d, color);
// Ext_FinalColorForward4(l, d, color);
// Ext_FinalColorForward5(l, d, color);
// Ext_FinalColorForward6(l, d, color);
// Ext_FinalColorForward7(l, d, color);
// Ext_FinalColorForward8(l, d, color);
// Ext_FinalColorForward9(l, d, color);
// Ext_FinalColorForward10(l, d, color);
// Ext_FinalColorForward11(l, d, color);
// Ext_FinalColorForward12(l, d, color);
// Ext_FinalColorForward13(l, d, color);
// Ext_FinalColorForward14(l, d, color);
// Ext_FinalColorForward15(l, d, color);
// Ext_FinalColorForward16(l, d, color);
// Ext_FinalColorForward17(l, d, color);
// Ext_FinalColorForward18(l, d, color);
// Ext_FinalColorForward19(l, d, color);
// Ext_FinalColorForward20(l, d, color);
// Ext_FinalColorForward21(l, d, color);
// Ext_FinalColorForward22(l, d, color);
// Ext_FinalColorForward23(l, d, color);
// Ext_FinalColorForward24(l, d, color);
// Ext_FinalColorForward25(l, d, color);
// Ext_FinalColorForward26(l, d, color);
// Ext_FinalColorForward27(l, d, color);
// Ext_FinalColorForward28(l, d, color);
// Ext_FinalColorForward29(l, d, color);
}
void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
{
// Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
}
#endif
#if _DECALSHADER
ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
{
ShaderData d = (ShaderData)0;
d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
d.worldSpaceNormal = IN.WorldSpaceNormal;
d.worldSpaceTangent = IN.WorldSpaceTangent;
d.worldSpacePosition = IN.WorldSpacePosition;
d.texcoord0 = IN.uv0.xyxy;
d.screenPos = IN.ScreenPosition;
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
// #endif
return d;
}
#else
ShaderData CreateShaderData(VertexToPixel i
#if NEED_FACING
, bool facing
#endif
)
{
ShaderData d = (ShaderData)0;
d.clipPos = i.pos;
d.worldSpacePosition = i.worldPos;
d.worldSpaceNormal = normalize(i.worldNormal);
d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
d.texcoord0 = i.texcoord0;
d.texcoord1 = i.texcoord1;
d.texcoord2 = i.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
d.texcoord3 = i.texcoord3;
// #endif
// d.isFrontFace = facing;
// #if %VERTEXCOLORREQUIREKEY%
d.vertexColor = i.vertexColor;
// #endif
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenPos = i.screenPos;
// d.screenUV = (i.screenPos.xy / i.screenPos.w);
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = i.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = i.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = i.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = i.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = i.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = i.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = i.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = i.extraV2F7;
// #endif
return d;
}
#endif
#if defined(_PASSSHADOW)
float3 _LightDirection;
float3 _LightPosition;
#endif
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#define GetWorldToViewMatrix() _ViewMatrix
#define UNITY_MATRIX_I_V _InvViewMatrix
#define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix)
#define UNITY_MATRIX_I_P _InvProjMatrix
#define GetWorldToHClipMatrix() _ViewProjMatrix
#define UNITY_MATRIX_I_VP _InvViewProjMatrix
#define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix
#define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix
#define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix
void MotionVectorPositionZBias(VertexToPixel input)
{
#if UNITY_REVERSED_Z
input.pos.z -= unity_MotionVectorsParams.z * input.pos.w;
#else
input.pos.z += unity_MotionVectorsParams.z * input.pos.w;
#endif
}
#endif
// vertex shader
VertexToPixel Vert (VertexData v)
{
VertexToPixel o = (VertexToPixel)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = v;
#endif
#if !_TESSELLATION_ON
ChainModifyVertex(v, o, _Time);
#endif
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
o.texcoord3 = v.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
o.vertexColor = v.vertexColor;
// #endif
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.worldPos = positionWS;
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
// For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
#if _PASSSHADOW
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
#else
float3 lightDirectionWS = _LightDirection;
#endif
// Define shadow pass specific clip position for Universal
o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
#if UNITY_REVERSED_Z
o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#else
o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#elif _PASSMETA
o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#else
o.pos = TransformWorldToHClip(o.worldPos);
#endif
// #if %SCREENPOSREQUIREKEY%
// o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
// #endif
#if _PASSFORWARD || _PASSGBUFFER
float2 uv1 = v.texcoord1.xy;
OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
o.texcoord1.xy = uv1;
#if UNITY_VERSION < 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#if UNITY_VERSION >= 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009
OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion);
#endif
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half fogFactor = 0;
#if defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(o.pos.z);
#endif
#if _BAKEDLIT
o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
#else
half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(o);
#endif
o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (!forceNoMotion)
{
#if defined(HAVE_VFX_MODIFICATION)
float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS;
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
const bool applyDeformation = false;
#else
const bool applyDeformation = true;
#endif
#else
const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation
float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz;
#if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT)
const bool applyDeformation = true;
#else
const bool applyDeformation = hasDeformation;
#endif
#endif
// TODO
#if defined(FEATURES_GRAPH_VERTEX)
if (applyDeformation)
previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS);
else
previousPositionOS = previousMesh.positionOS;
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS);
#endif
#if defined (_ADD_PRECOMPUTED_VELOCITY)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f));
#if defined(HAVE_VFX_MODIFICATION)
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS);
#else
#if VFX_WORLD_SPACE
//previousPositionOS is already in world space
const float3 previousPositionWS = previousPositionOS;
#else
const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz;
#endif
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f));
#endif
#else
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1)));
#endif
}
#endif
return o;
}
// fragment shader
void Frag (VertexToPixel IN
, out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade(IN.pos);
#endif
ShaderData d = CreateShaderData(IN
#if NEED_FACING
, facing
#endif
);
Surface l = (Surface)0;
#ifdef _DEPTHOFFSET_ON
l.outputDepth = outputDepth;
#endif
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
ChainSurfaceFunction(l, d);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = d.worldSpaceNormal;
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
float3 wsn = l.Normal;
#if !_WORLDSPACENORMAL
wsn = TangentToWorldSpace(d, l.Normal);
#endif
outNormalWS = half4(NormalizeNormalPerPixel(wsn), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags
{
"LightMode" = "MotionVectors"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask RG
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Plane" }
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define _PASSMOTIONVECTOR 1
#pragma target 3.5
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define VARYINGS_NEED_PASS
#define _PASSMOTIONVECTOR 1
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local OUTBASE_ON
#pragma shader_feature_local ONLYOUTLINE_ON
#pragma shader_feature_local GRADIENT_ON
#pragma shader_feature_local GRADIENT2COL_ON
#pragma shader_feature_local RADIALGRADIENT_ON
#pragma shader_feature_local COLORSWAP_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local CHANGECOLOR_ON
#pragma shader_feature_local CHANGECOLOR2_ON
#pragma shader_feature_local CHANGECOLOR3_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local GRADIENTCOLORRAMP_ON
#pragma shader_feature_local HITEFFECT_ON
#pragma shader_feature_local NEGATIVE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local GREYSCALE_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local BLUR_ON
#pragma shader_feature_local MOTIONBLUR_ON
#pragma shader_feature_local GHOST_ON
#pragma shader_feature_local ALPHAOUTLINE_ON
#pragma shader_feature_local INNEROUTLINE_ON
#pragma shader_feature_local ONLYINNEROUTLINE_ON
#pragma shader_feature_local HOLOGRAM_ON
#pragma shader_feature_local CHROMABERR_ON
#pragma shader_feature_local GLITCH_ON
#pragma shader_feature_local FLICKER_ON
#pragma shader_feature_local SHADOW_ON
#pragma shader_feature_local SHINE_ON
#pragma shader_feature_local CONTRAST_ON
#pragma shader_feature_local OVERLAY_ON
#pragma shader_feature_local OVERLAYMULT_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local WIND_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local RECTSIZE_ON
#pragma shader_feature_local OFFSETUV_ON
#pragma shader_feature_local CLIPPING_ON
#pragma shader_feature_local RADIALCLIPPING_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local ZOOMUV_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local WARP_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local ROTATEUV_ON
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local FISHEYE_ON
#pragma shader_feature_local PINCH_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local OUTTEX_ON
#pragma shader_feature_local OUTDIST_ON
#pragma shader_feature_local OUTBASE8DIR_ON
#pragma shader_feature_local OUTBASEPIXELPERF_ON
#pragma shader_feature_local COLORRAMPOUTLINE_ON
#pragma shader_feature_local GREYSCALEOUTLINE_ON
#pragma shader_feature_local POSTERIZEOUTLINE_ON
#pragma shader_feature_local BLURISHD_ON
#pragma shader_feature_local MANUALWIND_ON
#pragma shader_feature_local ATLAS_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature BILBOARD_ON
#pragma shader_feature BILBOARDY_ON
#pragma shader_feature NORMALMAP_ON
#define _URP 1
#define _USINGTEXCOORD1 1
#define _USINGTEXCOORD2 1
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UNITY_DECLARE_TEX2D(name) TEXTURE2D(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2D_NOSAMPLER(name) TEXTURE2D(name);
#define UNITY_DECLARE_TEX2DARRAY(name) TEXTURE2D_ARRAY(name); SAMPLER(sampler##name);
#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(name) TEXTURE2D_ARRAY(name);
#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) SAMPLE_TEXTURE2D_ARRAY(tex, sampler##tex, coord.xy, coord.z)
#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) SAMPLE_TEXTURE2D_ARRAY_LOD(tex, sampler##tex, coord.xy, coord.z, lod)
#define UNITY_SAMPLE_TEX2D(tex, coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samp, coord) SAMPLE_TEXTURE2D(tex, sampler##samp, coord)
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler_##tex, coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) SAMPLE_TEXTURE2D_LOD (tex, sampler##samplertex,coord, lod)
#if defined(UNITY_COMPILER_HLSL)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
#define sampler2D_float sampler2D
#define sampler2D_half sampler2D
// data across stages, stripped like the above.
struct VertexToPixel
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
float4 texcoord0 : TEXCOORD3;
float4 texcoord1 : TEXCOORD4;
float4 texcoord2 : TEXCOORD5;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD6;
// #endif
// #if %SCREENPOSREQUIREKEY%
// float4 screenPos : TEXCOORD7;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
half4 vertexColor : COLOR;
// #endif
#if defined(LIGHTMAP_ON)
float2 lightmapUV : TEXCOORD8;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD9;
#endif
#if !defined(LIGHTMAP_ON)
float4 probeOcclusion : TEXCOORD8;
float3 sh : TEXCOORD10;
#endif
#if defined(VARYINGS_NEED_FOG_AND_VERTEX_LIGHT)
float4 fogFactorAndVertexLight : TEXCOORD11;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD12;
#endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD13;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD14;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD15;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD16;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD17;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD18;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD19;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD20;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float4 previousPositionCS : TEXCOORD21; // Contain previous transform position (in case of skinning for example)
float4 positionCS : TEXCOORD22;
#endif
};
// data describing the user output of a pixel
struct Surface
{
half3 Albedo;
half Height;
half3 Normal;
half Smoothness;
half3 Emission;
half Metallic;
half3 Specular;
half Occlusion;
half SpecularPower; // for simple lighting
half Alpha;
float outputDepth; // if written, SV_Depth semantic is used. ShaderData.clipPos.z is unused value
// HDRP Only
half SpecularOcclusion;
half SubsurfaceMask;
half Thickness;
half CoatMask;
half CoatSmoothness;
half Anisotropy;
half IridescenceMask;
half IridescenceThickness;
int DiffusionProfileHash;
float SpecularAAThreshold;
float SpecularAAScreenSpaceVariance;
// requires _OVERRIDE_BAKEDGI to be defined, but is mapped in all pipelines
float3 DiffuseGI;
float3 BackDiffuseGI;
float3 SpecularGI;
float ior;
float3 transmittanceColor;
float atDistance;
float transmittanceMask;
// requires _OVERRIDE_SHADOWMASK to be defines
float4 ShadowMask;
// for decals
float NormalAlpha;
float MAOSAlpha;
};
// Data the user declares in blackboard blocks
struct Blackboard
{
float blackboardDummyData;
};
// data the user might need, this will grow to be big. But easy to strip
struct ShaderData
{
float4 clipPos; // SV_POSITION
float3 localSpacePosition;
float3 localSpaceNormal;
float3 localSpaceTangent;
float3 worldSpacePosition;
float3 worldSpaceNormal;
float3 worldSpaceTangent;
float tangentSign;
float3 worldSpaceViewDir;
float3 tangentSpaceViewDir;
float4 texcoord0;
float4 texcoord1;
float4 texcoord2;
float4 texcoord3;
float2 screenUV;
float4 screenPos;
float4 vertexColor;
bool isFrontFace;
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
float3x3 TBNMatrix;
Blackboard blackboard;
};
struct VertexData
{
#if SHADER_TARGET > 30
// uint vertexID : SV_VertexID;
#endif
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
// optimize out mesh coords when not in use by user or lighting system
#if _URP && (_USINGTEXCOORD1 || _PASSMETA || _PASSFORWARD || _PASSGBUFFER)
float4 texcoord1 : TEXCOORD1;
#endif
#if _URP && (_USINGTEXCOORD2 || _PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && defined(DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _STANDARD && (_USINGTEXCOORD1 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER || _PASSFORWARDADD) && LIGHTMAP_ON)))
float4 texcoord1 : TEXCOORD1;
#endif
#if _STANDARD && (_USINGTEXCOORD2 || (_PASSMETA || ((_PASSFORWARD || _PASSGBUFFER) && DYNAMICLIGHTMAP_ON)))
float4 texcoord2 : TEXCOORD2;
#endif
#if _HDRP
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
#endif
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5; // Add Precomputed Velocity (Alembic computes velocities on runtime side).
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessVertex
{
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
// #if %TEXCOORD3REQUIREKEY%
float4 texcoord3 : TEXCOORD3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// float4 extraV2F0 : TEXCOORD5;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// float4 extraV2F1 : TEXCOORD6;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// float4 extraV2F2 : TEXCOORD7;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// float4 extraV2F3 : TEXCOORD8;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD9;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD10;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD11;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD12;
// #endif
#if _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
float3 previousPositionOS : TEXCOORD13; // Contain previous transform position (in case of skinning for example)
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD14;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct ExtraV2F
{
float4 extraV2F0;
float4 extraV2F1;
float4 extraV2F2;
float4 extraV2F3;
float4 extraV2F4;
float4 extraV2F5;
float4 extraV2F6;
float4 extraV2F7;
Blackboard blackboard;
float4 time;
};
float3 WorldToTangentSpace(ShaderData d, float3 normal)
{
return mul(d.TBNMatrix, normal);
}
float3 TangentToWorldSpace(ShaderData d, float3 normal)
{
return mul(normal, d.TBNMatrix);
}
// in this case, make standard more like SRPs, because we can't fix
// unity_WorldToObject in HDRP, since it already does macro-fu there
#if _STANDARD
float3 TransformWorldToObject(float3 p) { return mul(unity_WorldToObject, float4(p, 1)); };
float3 TransformObjectToWorld(float3 p) { return mul(unity_ObjectToWorld, float4(p, 1)); };
float4 TransformWorldToObject(float4 p) { return mul(unity_WorldToObject, p); };
float4 TransformObjectToWorld(float4 p) { return mul(unity_ObjectToWorld, p); };
float4x4 GetWorldToObjectMatrix() { return unity_WorldToObject; }
float4x4 GetObjectToWorldMatrix() { return unity_ObjectToWorld; }
#if (defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (SHADER_TARGET_SURFACE_ANALYSIS && !SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord, lod) tex.SampleLevel (sampler##tex,coord, lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord, lod) tex.SampleLevel (sampler##samplertex,coord, lod)
#else
#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex2D (tex,coord,0,lod)
#define UNITY_SAMPLE_TEX2D_SAMPLER_LOD(tex,samplertex,coord,lod) tex2D (tex,coord,0,lod)
#endif
#undef GetWorldToObjectMatrix()
#define GetWorldToObjectMatrix() unity_WorldToObject
#endif
float3 GetCameraWorldPosition()
{
#if _HDRP
return GetCameraRelativePositionWS(_WorldSpaceCameraPos);
#else
return _WorldSpaceCameraPos;
#endif
}
#if _GRABPASSUSED
#if _STANDARD
TEXTURE2D(%GRABTEXTURE%);
SAMPLER(sampler_%GRABTEXTURE%);
#endif
half3 GetSceneColor(float2 uv)
{
#if _STANDARD
return SAMPLE_TEXTURE2D(%GRABTEXTURE%, sampler_%GRABTEXTURE%, uv).rgb;
#else
return SHADERGRAPH_SAMPLE_SCENE_COLOR(uv);
#endif
}
#endif
#if _STANDARD
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float GetSceneDepth(float2 uv) { return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv)); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv)); }
#else
float GetSceneDepth(float2 uv) { return SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv); }
float GetLinear01Depth(float2 uv) { return Linear01Depth(GetSceneDepth(uv), _ZBufferParams); }
float GetLinearEyeDepth(float2 uv) { return LinearEyeDepth(GetSceneDepth(uv), _ZBufferParams); }
#endif
float3 GetWorldPositionFromDepthBuffer(float2 uv, float3 worldSpaceViewDir)
{
float eye = GetLinearEyeDepth(uv);
float3 camView = mul((float3x3)GetObjectToWorldMatrix(), transpose(mul(GetWorldToObjectMatrix(), UNITY_MATRIX_I_V)) [2].xyz);
float dt = dot(worldSpaceViewDir, camView);
float3 div = worldSpaceViewDir/dt;
float3 wpos = (eye * div) + GetCameraWorldPosition();
return wpos;
}
#if _HDRP
float3 ObjectToWorldSpacePosition(float3 pos)
{
return GetAbsolutePositionWS(TransformObjectToWorld(pos));
}
#else
float3 ObjectToWorldSpacePosition(float3 pos)
{
return TransformObjectToWorld(pos);
}
#endif
#if _STANDARD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
float4 depthNorms = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv);
float3 norms = DecodeViewNormalStereo(depthNorms);
norms = mul((float3x3)GetWorldToViewMatrix(), norms) * 0.5 + 0.5;
return norms;
}
#elif _HDRP && !_DECALSHADER
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
NormalData nd;
DecodeFromNormalBuffer(_ScreenSize.xy * uv, nd);
return nd.normalWS;
}
#elif _URP
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
float3 GetSceneNormal(float2 uv, float3 worldSpaceViewDir)
{
#if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
return SampleSceneNormals(uv);
#else
float3 wpos = GetWorldPositionFromDepthBuffer(uv, worldSpaceViewDir);
return normalize(-cross(ddx(wpos), ddy(wpos))) * 0.5 + 0.5;
#endif
}
#endif
#if _HDRP
half3 UnpackNormalmapRGorAG(half4 packednormal)
{
// This do the trick
packednormal.x *= packednormal.w;
half3 normal;
normal.xy = packednormal.xy * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
half3 UnpackNormal(half4 packednormal)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
return UnpackNormalmapRGorAG(packednormal);
#endif
}
#endif
#if _HDRP || _URP
half3 UnpackScaleNormal(half4 packednormal, half scale)
{
#ifndef UNITY_NO_DXT5nm
// Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1)
// Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5
packednormal.x *= packednormal.w;
#endif
half3 normal;
normal.xy = (packednormal.xy * 2 - 1) * scale;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
return normal;
}
#endif
void GetSun(out float3 lightDir, out float3 color)
{
lightDir = float3(0.5, 0.5, 0);
color = 1;
#if _HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
#elif _STANDARD
lightDir = normalize(_WorldSpaceLightPos0.xyz);
color = _LightColor0.rgb;
#elif _URP
Light light = GetMainLight();
lightDir = light.direction;
color = light.color;
#endif
}
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half4 _MainTex_ST, _MainTex_TexelSize;
half _Alpha, _AlphaCutoffValue;
#if ATLAS_ON
half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV;
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if FADE_ON
half4 _FadeBurnColor, _FadeTex_ST, _FadeBurnTex_ST;
half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition,_FadeBurnGlow;
#endif
#if OUTBASE_ON
half4 _OutlineColor;
half _OutlineAlpha, _OutlineGlow, _OutlineWidth;
int _OutlinePixelWidth;
#endif
#if OUTTEX_ON
half4 _OutlineTex_ST;
half _OutlineTexXSpeed, _OutlineTexYSpeed;
#endif
#if OUTDIST_ON
half4 _OutlineDistortTex_ST;
half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount;
#endif
#if ALPHAOUTLINE_ON
half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend;
half4 _AlphaOutlineColor;
#endif
#if INNEROUTLINE_ON
half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow;
half4 _InnerOutlineColor;
#endif
#if GRADIENT_ON
half _GradBlend, _GradBoostX, _GradBoostY;
half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol;
#endif
#if COLORSWAP_ON
half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue;
half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend;
#endif
#if CHANGECOLOR_ON
half4 _ColorChangeNewCol, _ColorChangeTarget;
half _ColorChangeTolerance, _ColorChangeLuminosity;
#endif
#if CHANGECOLOR2_ON
half4 _ColorChangeNewCol2, _ColorChangeTarget2;
half _ColorChangeTolerance2;
#endif
#if CHANGECOLOR3_ON
half4 _ColorChangeNewCol3, _ColorChangeTarget3;
half _ColorChangeTolerance3;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if HITEFFECT_ON
half4 _HitEffectColor;
half _HitEffectGlow, _HitEffectBlend;
#endif
#if NEGATIVE_ON
half _NegativeAmount;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if GREYSCALE_ON
half _GreyscaleLuminosity, _GreyscaleBlend;
half4 _GreyscaleTintColor;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors, _PosterizeGamma;
#endif
#if BLUR_ON
half _BlurIntensity;
#endif
#if MOTIONBLUR_ON
half _MotionBlurAngle, _MotionBlurDist;
#endif
#if GHOST_ON
half _GhostColorBoost, _GhostTransparency, _GhostBlend;
#endif
#if HOLOGRAM_ON
half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend;
half4 _HologramStripeColor;
#endif
#if CHROMABERR_ON
half _ChromAberrAmount, _ChromAberrAlpha;
#endif
#if GLITCH_ON
half _GlitchAmount, _GlitchSize;
#endif
#if FLICKER_ON
half _FlickerFreq, _FlickerPercent, _FlickerAlpha;
#endif
#if SHADOW_ON
half _ShadowX, _ShadowY, _ShadowAlpha;
half4 _ShadowColor;
#endif
#if SHINE_ON
half4 _ShineColor;
half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow;
#endif
#if CONTRAST_ON
half _Contrast, _Brightness;
#endif
#if OVERLAY_ON
half4 _OverlayTex_ST, _OverlayColor;
half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if WIND_ON
half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend;
#endif
#if WAVEUV_ON
float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if RECTSIZE_ON
half _RectSize;
#endif
#if OFFSETUV_ON
half _OffsetUvX, _OffsetUvY;
#endif
#if CLIPPING_ON
half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown;
#endif
#if RADIALCLIPPING_ON
half _RadialStartAngle, _RadialClip, _RadialClip2;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if ZOOMUV_ON
half _ZoomUvAmount;
#endif
#if WARP_ON
half _WarpStrength, _WarpSpeed, _WarpScale;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if ROTATEUV_ON
half _RotateUvAmount;
#endif
#if FISHEYE_ON
half _FishEyeUvAmount;
#endif
#if PINCH_ON
half _PinchUvAmount;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
float _RandomSeed;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if GLOW_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if OUTTEX_ON
TEXTURE2D(_OutlineTex);
SAMPLER(sampler_OutlineTex);
#endif
#if OUTDIST_ON
TEXTURE2D(_OutlineDistortTex);
SAMPLER(sampler_OutlineDistortTex);
#endif
#if COLORSWAP_ON
TEXTURE2D(_ColorSwapTex);
SAMPLER(sampler_ColorSwapTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTex);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if SHINE_ON
TEXTURE2D(_ShineMask);
SAMPLER(sampler_ShineMask);
#endif
#if OVERLAY_ON
TEXTURE2D(_OverlayTex);
SAMPLER(sampler_OverlayTex);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half3 GetPixel(in int offsetX, in int offsetY, in half2 uv, in Texture2D _tex, in SamplerState _sampler)
{
half2 _uv = uv + half2(offsetX * _MainTex_TexelSize.x, offsetY * _MainTex_TexelSize.y);
half4 col = SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
return col.rgb;
}
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, Texture2D source, SamplerState sampler_source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = SAMPLE_TEXTURE2D(source, sampler_source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = SAMPLE_TEXTURE2D(source, sampler_source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, Texture2D source, SamplerState sampler_source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += SAMPLE_TEXTURE2D(source, sampler_source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
//-------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
//-------------------------------------------
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//BILBOARD_ON
#if BILBOARD_ON
half3 camRight = mul((half3x3)unity_CameraToWorld, half3(1,0,0));
half3 camUp = half3(0,1,0);
#if BILBOARDY_ON
camUp = mul((half3x3)unity_CameraToWorld, half3(0,1,0));
#endif
half3 localPos = v.vertex.x * camRight + v.vertex.y * camUp;
v.vertex = half4(localPos, 1);
#endif
//-----------------------------------------------------------
v.texcoord0.xy = TRANSFORM_TEX(v.texcoord0.xy, _MainTex);
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
#endif
//POLARUV_ON
#if POLARUV_ON
v.texcoord0.xy = v.texcoord0.xy - center;
#endif
//----------------------------------------
//ROTATEUV_ON
#if ROTATEUV_ON
half2 uvC = v.texcoord0.xy;
half cosAngle = cos(_RotateUvAmount);
half sinAngle = sin(_RotateUvAmount);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvC -= center;
v.texcoord0.xy = mul(rot, uvC);
v.texcoord0.xy += center;
#endif
//--------------------
#if RECTSIZE_ON
v.vertex.xyz += (v.vertex.xyz * (_RectSize - 1.0));
#endif
#if OUTTEX_ON
v.texcoord1.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineTex);
#endif
#if OUTDIST_ON
v.texcoord2.xy = TRANSFORM_TEX(v.texcoord0.xy, _OutlineDistortTex);
#endif
#if DISTORT_ON
v.texcoord3.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
half randomSeed = _RandomSeed;
float2 uvRect = d.texcoord0;
half2 center = half2(0.5, 0.5);
#if ATLAS_ON
center = half2((_MaxXUV + _MinXUV) / 2.0, (_MaxYUV + _MinYUV) / 2.0);
uvRect = half2((d.texcoord0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half2 centerTiled = half2(center.x * _MainTex_ST.x, center.y * _MainTex_ST.y);
//CLIPPING_ON
#if CLIPPING_ON
half2 tiledUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv = half2((tiledUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
clip((1 - _ClipUvUp) - tiledUv.y);
clip(tiledUv.y - _ClipUvDown);
clip((1 - _ClipUvRight) - tiledUv.x);
clip(tiledUv.x - _ClipUvLeft);
#endif
//----------------------------------
//RADIALCLIPPING_ON
#if RADIALCLIPPING_ON
half2 tiledUv2 = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
tiledUv2 = half2((tiledUv2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUv2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half startAngle = _RadialStartAngle - _RadialClip;
half endAngle = _RadialStartAngle + _RadialClip2;
half offset0 = clamp(0, 360, startAngle + 360);
half offset360 = clamp(0, 360, endAngle - 360);
half2 atan2Coord = half2(lerp(-1, 1, tiledUv2.x), lerp(-1, 1, tiledUv2.y));
half atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
if(atanAngle < 0) atanAngle = 360 + atanAngle;
if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
if(atanAngle <= offset360) discard;
if(atanAngle >= offset0) discard;
#endif
//-----------------------------
//TEXTURESCROLL_ON && ATLAS_ON
#if TEXTURESCROLL_ON && ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs(((_Time.y + randomSeed) * _TextureScrollXSpeed) + uvRect.x) % 1)),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(((_Time.y + randomSeed) * _TextureScrollYSpeed) + uvRect.y) % 1)));
#endif
//----------------------------
//OFFSETUV_ON
#if OFFSETUV_ON
#if ATLAS_ON
d.texcoord0.xy = half2(_MinXUV + ((_MaxXUV - _MinXUV) * (abs((_OffsetUvX + uvRect.x) % 1))),
_MinYUV + ((_MaxYUV - _MinYUV) * (abs(_OffsetUvY + uvRect.y) % 1)));
#else
d.texcoord0.xy += half2(_OffsetUvX, _OffsetUvY);
#endif
#endif
//----------------------
//POLARUV_ON
#if POLARUV_ON
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (2.0f * 3.141592653589f), length(d.texcoord0.xy));
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
//--------------------------------------
//TWISTUV_ON
#if TWISTUV_ON
#if ATLAS_ON
_TwistUvPosX = ((_MaxXUV - _MinXUV) * _TwistUvPosX) + _MinXUV;
_TwistUvPosY = ((_MaxYUV - _MinYUV) * _TwistUvPosY) + _MinYUV;
#endif
half2 tempUv = d.texcoord0.xy - half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
_TwistUvRadius *= (_MainTex_ST.x + _MainTex_ST.y) / 2;
half percent = (_TwistUvRadius - length(tempUv)) / _TwistUvRadius;
half theta = percent * percent * (2.0 * sin(_TwistUvAmount)) * 8.0;
half s = sin(theta);
half c = cos(theta);
half beta = max(sign(_TwistUvRadius - length(tempUv)), 0.0);
tempUv = half2(dot(tempUv, half2(c, -s)), dot(tempUv, half2(s, c))) * beta + tempUv * (1 - beta);
tempUv += half2(_TwistUvPosX * _MainTex_ST.x, _TwistUvPosY * _MainTex_ST.y);
d.texcoord0.xy = tempUv;
#endif
//--------------------------------------------
//FISHEYE_ON
#if FISHEYE_ON
half bind = length(centerTiled);
half2 dF = d.texcoord0.xy - centerTiled;
half dFlen = length(dF);
half fishInt = (3.14159265359 / bind) * (_FishEyeUvAmount + 0.001);
d.texcoord0.xy = centerTiled + (dF / (max(0.0001, dFlen))) * tan(dFlen * fishInt) * bind / tan(bind * fishInt);
#endif
//---------------------------------------------
//PINCH_ON
#if PINCH_ON
half2 dP = d.texcoord0.xy - centerTiled;
half pinchInt = (3.141592 / length(centerTiled)) * (-_PinchUvAmount + 0.001);
d.texcoord0.xy = centerTiled + normalize(dP) * atan(length(dP) * -pinchInt * 10.0) * 0.5 / atan(-pinchInt * 5);
#endif
//---------------------------------------------
//ZOOMUV_ON
#if ZOOMUV_ON
d.texcoord0.xy -= centerTiled;
d.texcoord0.xy = d.texcoord0.xy * _ZoomUvAmount;
d.texcoord0.xy += centerTiled;
#endif
//-----------------------------------------------
//DOODLE_ON
#if DOODLE_ON
half2 uvCopy = uvRect;
_HandDrawnSpeed = (floor((_Time.x + randomSeed) * 20 * _HandDrawnSpeed) / _HandDrawnSpeed) * _HandDrawnSpeed;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount + _HandDrawnSpeed) * 4);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount + _HandDrawnSpeed) * 4);
d.texcoord0.xy = lerp(d.texcoord0.xy, d.texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount);
#endif
//--------------------------
//SHAKEUV_ON
#if SHAKEUV_ON
half xShake = sin((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((_Time.x + randomSeed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
//-------------------------------------------
//RECTSIZE_ON
#if RECTSIZE_ON
d.texcoord0.xy = d.texcoord0.xy * (_RectSize).xx + (((-_RectSize * 0.5) + 0.5)).xx;
#endif
//-------------------------------------------
//DISTORT_ON
#if DISTORT_ON
#if ATLAS_ON
d.texcoord3.x = d.texcoord3.x * (1 / (_MaxXUV - _MinXUV));
d.texcoord3.y = d.texcoord3.y * (1 / (_MaxYUV - _MinYUV));
#endif
d.texcoord3.x += ((_Time.x + _RandomSeed) * _DistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _DistortTexYSpeed) % 1;
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, d.texcoord3.xy).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
//-------------------------------------------------------
//WARP_ON
#if WARP_ON
half2 warpUv = half2(d.texcoord0.x / _MainTex_ST.x, d.texcoord0.y / _MainTex_ST.y);
#if ATLAS_ON
warpUv = half2((warpUv.x - _MinXUV) / (_MaxXUV - _MinXUV), (warpUv.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
const float tau = 6.283185307179586;
float xWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.x * tau / _WarpScale;
float yWarp = (_Time.y + randomSeed) * _WarpSpeed + warpUv.y * tau / _WarpScale;
float2 warp = float2(sin(xWarp), sin(yWarp)) * _WarpStrength;
d.texcoord0.xy += warp;
#endif
//-------------------------------------------------------
//WAVEUV_ON
#if WAVEUV_ON
float2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
uvWave %= 1;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
float waveTime = _Time.y + randomSeed;
float angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((waveTime * _WaveSpeed));
d.texcoord0.xy = d.texcoord0.xy + uvWave * sin(angWave) * (_WaveStrength / 1000.0);
#endif
//----------------------------------------------------
//ROUNDWAVEUV_ON
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - uvRect.x);
half yWave = ((0.5 * _MainTex_ST.y) - uvRect.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + (_Time.y + randomSeed) * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
//----------------------------------------------------
//WIND_ON
#if WIND_ON
half windOffset = sin((_Time.x + randomSeed) * _GrassSpeed * 10);
half2 windCenter = half2(0.5, 0.1);
#if ATLAS_ON
windCenter.x = ((_MaxXUV - _MinXUV) * windCenter.x) + _MinXUV;
windCenter.y = ((_MaxYUV - _MinYUV) * windCenter.y) + _MinYUV;
#endif
#if !MANUALWIND_ON
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * windOffset), uvRect.y)), 1);
#else
d.texcoord0.x = fmod(abs(lerp(d.texcoord0.x, d.texcoord0.x + (_GrassWind * 0.01 * _GrassManualAnim), uvRect.y)), 1);
windOffset = _GrassManualAnim;
#endif
half2 delta = d.texcoord0.xy - windCenter;
half delta2 = dot(delta.xy, delta.xy);
half2 delta_offset = delta2 * windOffset;
d.texcoord0.xy = d.texcoord0.xy + half2(delta.y, -delta.x) * delta_offset * _GrassRadialBend;
#endif
//--------------------------------------------------------
//TEXTURESCROLL_ON && !ATLAS_ON
#if TEXTURESCROLL_ON && !ATLAS_ON
d.texcoord0.x += ((_Time.y + randomSeed) * _TextureScrollXSpeed) % 1;
d.texcoord0.y += ((_Time.y + randomSeed) * _TextureScrollYSpeed) % 1;
#endif
//------------------------------
//PIXELATE_ON
#if PIXELATE_ON
half aspectRatio = _MainTex_TexelSize.x / _MainTex_TexelSize.y;
half2 pixelSize = float2(_PixelateSize, _PixelateSize * aspectRatio);
d.texcoord0.xy = floor(d.texcoord0.xy * pixelSize) / pixelSize;
#endif
//--------------
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy);
half originalAlpha = col.a;
col *= d.vertexColor;
//NORMAL MAP
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
//GLITCH_ON
#if GLITCH_ON
half2 uvGlitch = uvRect;
uvGlitch.y -= 0.5;
half lineNoise = pow(rand2(floor(uvGlitch * half2(24., 19.) * _GlitchSize) * 4.0, randomSeed), 3.0) * _GlitchAmount
* pow(rand2(floor(uvGlitch * half2(38., 14.) * _GlitchSize) * 4.0, randomSeed), 3.0);
col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(lineNoise * 0.02 * rand2(half2(2.0, 1), randomSeed), 0)) * d.vertexColor;
#endif
//--------------------------------------
//CHROMABERR_ON
#if CHROMABERR_ON
half4 r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ChromAberrAmount/10, 0)) * d.vertexColor;
half4 b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-_ChromAberrAmount/10, 0)) * d.vertexColor;
col = half4(r.r * r.a, col.g, b.b * b.a, max(max(r.a, b.a) * _ChromAberrAlpha, col.a));
#endif
//--------------------------------
//BLUR_ON
#if BLUR_ON
#if ATLAS_ON
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, (_MaxXUV - _MinXUV), (_MaxYUV - _MinYUV)) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity * (_MaxXUV - _MinXUV)) * d.vertexColor;
#endif
#else
#if !BLURISHD_ON
col = BlurHD(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity, 1, 1) * d.vertexColor;
#else
col = Blur(d.texcoord0.xy, _MainTex, sampler_MainTex, _BlurIntensity) * d.vertexColor;
#endif
#endif
#endif
//--------------------
//MOTIONBLUR_ON
#if MOTIONBLUR_ON
_MotionBlurAngle = _MotionBlurAngle * 3.1415926;
#define rot(n) mul(n, half2x2(cos(_MotionBlurAngle), -sin(_MotionBlurAngle), sin(_MotionBlurAngle), cos(_MotionBlurAngle)))
_MotionBlurDist = _MotionBlurDist * 0.005;
#if ATLAS_ON
_MotionBlurDist *= (_MaxXUV - _MinXUV);
#endif
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist, -_MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 2, -_MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 3, -_MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(-_MotionBlurDist * 4, -_MotionBlurDist * 4)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist, _MotionBlurDist)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 2, _MotionBlurDist * 2)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 3, _MotionBlurDist * 3)));
col.rgb += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + rot(half2(_MotionBlurDist * 4, _MotionBlurDist * 4)));
col.rgb = col.rgb / 9;
#endif
//------------------------------------
//NEGATIVE_ON
#if NEGATIVE_ON
col.rgb = lerp(col.rgb, 1 - col.rgb, _NegativeAmount);
#endif
//--------------
half luminance = 0;
//GREYSCALE_ON && !GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && !GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//------------------------------------
//GHOST_ON
#if GHOST_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 ghostResult;
ghostResult.a = saturate(luminance - _GhostTransparency) * col.a;
ghostResult.rgb = col.rgb * (luminance + _GhostColorBoost);
col = lerp(col, ghostResult, _GhostBlend);
#endif
//------------------------------------
//INNEROUTLINE_ON
#if INNEROUTLINE_ON
half3 innerT = abs(GetPixel(0, _InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(0, -_InnerOutlineThickness, d.texcoord0.xy, _MainTex, sampler_MainTex));
innerT += abs(GetPixel(_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex) - GetPixel(-_InnerOutlineThickness, 0, d.texcoord0.xy, _MainTex, sampler_MainTex));
#if !ONLYINNEROUTLINE_ON
innerT = (innerT / 2.0) * col.a * _InnerOutlineAlpha;
col.rgb += length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
#else
innerT *= col.a * _InnerOutlineAlpha;
col.rgb = length(innerT) * _InnerOutlineColor.rgb * _InnerOutlineGlow;
col.a = step(0.3, col.r+col.g+col.b);
#endif
#endif
//-------------------------------------------------------
//HITEFFECT_ON
#if HITEFFECT_ON
col.rgb = lerp(col.rgb, _HitEffectColor.rgb * _HitEffectGlow, _HitEffectBlend);
#endif
//--------------------
//GRADIENT_ON
#if GRADIENT_ON
half2 tiledUvGrad = half2(uvRect.x / _MainTex_ST.x, uvRect.y / _MainTex_ST.y);
#if GRADIENT2COL_ON
_GradTopRightCol = _GradTopLeftCol;
_GradBotRightCol = _GradBotLeftCol;
#endif
#if RADIALGRADIENT_ON
half radialDist = 1 - length(tiledUvGrad - half2(0.5, 0.5));
radialDist *= (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
radialDist = saturate(_GradBoostX * radialDist);
half4 gradientResult = lerp(_GradTopLeftCol, _GradBotLeftCol, radialDist);
#else
half gradXLerpFactor = saturate(pow(tiledUvGrad.x, _GradBoostX));
half4 gradientResult = lerp(lerp(_GradBotLeftCol, _GradBotRightCol, gradXLerpFactor),
lerp(_GradTopLeftCol, _GradTopRightCol, gradXLerpFactor), saturate(pow(tiledUvGrad.y, _GradBoostY)));
#endif
gradientResult = lerp(col, gradientResult, _GradBlend);
col.rgb = gradientResult.rgb * col.a;
col.a *= gradientResult.a;
#endif
//--------------------------------------------------------------------
//CONTRAST_ON
#if CONTRAST_ON
col.rgb = (col.rgb - float3(0.5, 0.5, 0.5)) * _Contrast + float3(0.5, 0.5, 0.5);
col.rgb += _Brightness;
#endif
//-------------------------------------------------------------------
//COLORSWAP_ON
#if COLORSWAP_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
half4 swapMask = SAMPLE_TEXTURE2D(_ColorSwapTex, sampler_ColorSwapTex, d.texcoord0.xy);
swapMask.rgb *= swapMask.a;
half3 redSwap = _ColorSwapRed * swapMask.r * saturate(luminance + _ColorSwapRedLuminosity);
half3 greenSwap = _ColorSwapGreen * swapMask.g * saturate(luminance + _ColorSwapGreenLuminosity);
half3 blueSwap = _ColorSwapBlue * swapMask.b * saturate(luminance + _ColorSwapBlueLuminosity);
swapMask.rgb = col.rgb * saturate(1 - swapMask.r - swapMask.g - swapMask.b);
col.rgb = lerp(col.rgb, swapMask.rgb + redSwap + greenSwap + blueSwap, _ColorSwapBlend);
#endif
//--------------------------------------------------------------------
//COLORRAMP_ON && !COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && !COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//--------------------------------------------------------------------
//CHANGECOLOR_ON
#if CHANGECOLOR_ON
float3 currChangeColor = saturate(col.rgb);
luminance = 0.3 * currChangeColor.r + 0.59 * currChangeColor.g + 0.11 * currChangeColor.b;
luminance = saturate(luminance + _ColorChangeLuminosity);
half3 dif = abs(currChangeColor - _ColorChangeTarget.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance), 0.0));
#if CHANGECOLOR2_ON
dif = abs(currChangeColor - _ColorChangeTarget2.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol2.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance2), 0.0));
#endif
#if CHANGECOLOR3_ON
dif = abs(currChangeColor - _ColorChangeTarget3.rgb);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _ColorChangeNewCol3.rgb,
max(sign(1 - saturate(dif.x + dif.y + dif.z) - _ColorChangeTolerance3), 0.0));
#endif
#endif
//-------------------------------------------------------
//POSTERIZE_ON && !POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//------------------------------------
//HSV_ON
#if HSV_ON
half3 resultHsv = half3(col.rgb);
half cosHsv = _HsvBright * _HsvSaturation * cos(_HsvShift * 3.14159265 / 180);
half sinHsv = _HsvBright * _HsvSaturation * sin(_HsvShift * 3.14159265 / 180);
resultHsv.x = (.299 * _HsvBright + .701 * cosHsv + .168 * sinHsv) * col.x
+ (.587 * _HsvBright - .587 * cosHsv + .330 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv - .497 * sinHsv) * col.z;
resultHsv.y = (.299 * _HsvBright - .299 * cosHsv - .328 * sinHsv) *col.x
+ (.587 * _HsvBright + .413 * cosHsv + .035 * sinHsv) * col.y
+ (.114 * _HsvBright - .114 * cosHsv + .292 * sinHsv) * col.z;
resultHsv.z = (.299 * _HsvBright - .3 * cosHsv + 1.25 * sinHsv) * col.x
+ (.587 * _HsvBright - .588 * cosHsv - 1.05 * sinHsv) * col.y
+ (.114 * _HsvBright + .886 * cosHsv - .203 * sinHsv) * col.z;
col.rgb = resultHsv;
#endif
//-------------------------------------------------------
//OVERLAY_ON
#if OVERLAY_ON
half2 overlayUvs = d.texcoord0.xy;
overlayUvs.x += ((_Time.y + randomSeed) * _OverlayTextureScrollXSpeed) % 1;
overlayUvs.y += ((_Time.y + randomSeed) * _OverlayTextureScrollYSpeed) % 1;
half4 overlayCol = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, TRANSFORM_TEX(overlayUvs, _OverlayTex));
overlayCol.rgb *= _OverlayColor.rgb * _OverlayGlow;
#if !OVERLAYMULT_ON
overlayCol.rgb *= overlayCol.a * _OverlayColor.rgb * _OverlayColor.a * _OverlayBlend;
col.rgb += overlayCol.rgb;
#else
overlayCol.a *= _OverlayColor.a;
col = lerp(col, col * overlayCol, _OverlayBlend);
#endif
#endif
//---------------------------------
//OUTBASE_ON
#if OUTBASE_ON
#if OUTBASEPIXELPERF_ON
half2 destUv = half2(_OutlinePixelWidth * _MainTex_TexelSize.x, _OutlinePixelWidth * _MainTex_TexelSize.y);
#else
half2 destUv = half2(_OutlineWidth * _MainTex_TexelSize.x * 200, _OutlineWidth * _MainTex_TexelSize.y * 200);
#endif
#if OUTDIST_ON
d.texcoord3.x += ((_Time.x + _RandomSeed) * _OutlineDistortTexXSpeed) % 1;
d.texcoord3.y += ((_Time.x + _RandomSeed) * _OutlineDistortTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord3 = half2((d.texcoord3.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord3.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half outDistortAmnt = (SAMPLE_TEXTURE2D(_OutlineDistortTex, sampler_OutlineDistortTex, d.texcoord3).r - 0.5) * 0.2 * _OutlineDistortAmount;
destUv.x += outDistortAmnt;
destUv.y += outDistortAmnt;
#endif
half spriteLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, 0)).a;
half spriteRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(destUv.x, 0)).a;
half spriteBottom = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(0, destUv.y)).a;
half spriteTop = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy - half2(0, destUv.y)).a;
half result = spriteLeft + spriteRight + spriteBottom + spriteTop;
#if OUTBASE8DIR_ON
half spriteTopLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, destUv.y)).a;
half spriteTopRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, destUv.y)).a;
half spriteBotLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(destUv.x, -destUv.y)).a;
half spriteBotRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(-destUv.x, -destUv.y)).a;
result = result + spriteTopLeft + spriteTopRight + spriteBotLeft + spriteBotRight;
#endif
result = step(0.05, saturate(result));
#if OUTTEX_ON
d.texcoord1.x += ((_Time.x + _RandomSeed) * _OutlineTexXSpeed) % 1;
d.texcoord1.y += ((_Time.x + _RandomSeed) * _OutlineTexYSpeed) % 1;
#if ATLAS_ON
d.texcoord1 = half2((d.texcoord1.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.texcoord1.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half4 tempOutColor = SAMPLE_TEXTURE2D(_OutlineTex, sampler_OutlineTex, d.texcoord1);
tempOutColor *= _OutlineColor;
_OutlineColor = tempOutColor;
#endif
result *= (1 - originalAlpha) * _OutlineAlpha;
half4 outline = _OutlineColor * d.vertexColor.a;
outline.rgb *= _OutlineGlow;
outline.a = result;
#if ONLYOUTLINE_ON
col = outline;
#else
col = lerp(col, outline, result);
#endif
#endif
//-------------------------------------------------------
//FADE_ON
#if FADE_ON
half2 tiledUvFade1 = TRANSFORM_TEX(d.texcoord0, _FadeTex);
half2 tiledUvFade2 = TRANSFORM_TEX(d.texcoord0, _FadeBurnTex);
#if ATLAS_ON
tiledUvFade1 = half2((tiledUvFade1.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade1.y - _MinYUV) / (_MaxYUV - _MinYUV));
tiledUvFade2 = half2((tiledUvFade2.x - _MinXUV) / (_MaxXUV - _MinXUV), (tiledUvFade2.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half fadeTemp = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fade = smoothstep(_FadeAmount, _FadeAmount + _FadeBurnTransition, fadeTemp);
half fadeBurn = saturate(smoothstep(_FadeAmount - _FadeBurnWidth, _FadeAmount - _FadeBurnWidth + 0.1, fadeTemp) * _FadeAmount);
col.a *= fade;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2) * _FadeBurnColor * originalAlpha * (1 - col.a);
#endif
//-------------------------------------------------------
//SHADOW_ON
#if SHADOW_ON
half shadowA = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, d.texcoord0.xy + half2(_ShadowX, _ShadowY)).a;
half preMultShadowMask = 1 - (saturate(shadowA - col.a) * (1 - col.a));
col.rgb *= 1 - ((shadowA - col.a) * (1 - col.a));
col.rgb += (_ShadowColor * shadowA) * (1 - col.a);
col.a = max(shadowA * _ShadowAlpha * d.vertexColor.a, col.a);
#endif
//-------------------------------------------------------
//GLOW_ON
#if GLOW_ON
half4 emission;
#if GLOWTEX_ON
emission = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, d.texcoord0);
#else
emission = col;
#endif
col.rgb *= _GlowGlobal;
emission.rgb *= emission.a * col.a * _Glow * _GlowColor;
col.rgb += emission.rgb;
#endif
//-------------------------------------------------------
//COLORRAMP_ON && COLORRAMPOUTLINE_ON
#if COLORRAMP_ON && COLORRAMPOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _ColorRampLuminosity);
#if GRADIENTCOLORRAMP_ON
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(luminance, 0)).rgb, _ColorRampBlend);
#else
col.rgb = lerp(col.rgb, SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(luminance, 0)).rgb, _ColorRampBlend);
#endif
#endif
//---------------
//GREYSCALE_ON && GREYSCALEOUTLINE_ON
#if GREYSCALE_ON && GREYSCALEOUTLINE_ON
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance = saturate(luminance + _GreyscaleLuminosity);
col.rgb = lerp(col.rgb, half3(luminance, luminance, luminance) * _GreyscaleTintColor, _GreyscaleBlend);
#endif
//-----------------------------------
//POSTERIZE_ON && POSTERIZEOUTLINE_ON
#if POSTERIZE_ON && POSTERIZEOUTLINE_ON
col.rgb = pow(col.rgb, _PosterizeGamma) * _PosterizeNumColors;
col.rgb = floor(col.rgb) / _PosterizeNumColors;
col.rgb = pow(col.rgb, 1.0 / _PosterizeGamma);
#endif
//-----------------------------------
//SHINE_ON
#if SHINE_ON
half2 uvShine = uvRect;
half cosAngle = cos(_ShineRotate);
half sinAngle = sin(_ShineRotate);
half2x2 rot = half2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
uvShine -= half2(0.5, 0.5);
uvShine = mul(rot, uvShine);
uvShine += half2(0.5, 0.5);
half shineMask = SAMPLE_TEXTURE2D(_ShineMask, sampler_ShineMask, d.texcoord0.xy).a;
half currentDistanceProjection = (uvShine.x + uvShine.y) / 2;
half whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
col.rgb += col.a * whitePower * _ShineGlow * max(sign(currentDistanceProjection - (_ShineLocation - _ShineWidth)), 0.0)
* max(sign((_ShineLocation + _ShineWidth) - currentDistanceProjection), 0.0) * _ShineColor * shineMask;
#endif
//-----------------------------------
//HOLOGRAM_ON
#if HOLOGRAM_ON
half totalHologram = _HologramStripesAmount + _HologramUnmodAmount;
half hologramYCoord = ((uvRect.y + (((_Time.x + randomSeed) % 1) * _HologramStripesSpeed)) % totalHologram) / totalHologram;
hologramYCoord = abs(hologramYCoord);
half alpha = RemapFloat(saturate(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0, 1.0, _HologramMinAlpha, saturate(_HologramMaxAlpha));
half hologramMask = max(sign((_HologramUnmodAmount/totalHologram) - hologramYCoord), 0.0);
half4 hologramResult = col;
hologramResult.a *= lerp(alpha, 1, hologramMask);
hologramResult.rgb *= max(1, _HologramMaxAlpha * max(sign(hologramYCoord - (_HologramUnmodAmount/totalHologram)), 0.0));
hologramMask = 1 - step(0.01,hologramMask);
hologramResult.rgb += hologramMask * _HologramStripeColor * col.a;
col = lerp(col, hologramResult, _HologramBlend);
#endif
//-----------------------------------
//FLICKER_ON
#if FLICKER_ON
col.a *= saturate(col.a * step(frac(0.05 + (_Time.w + randomSeed) * _FlickerFreq), 1 - _FlickerPercent) + _FlickerAlpha);
#endif
//-----------------------------------
//ALPHACUTOFF_ON
//ALPHAROUND_ON
//ALPHAOUTLINE_ON
#if ALPHAOUTLINE_ON
half alphaOutlineRes = pow(1 - col.a, max(_AlphaOutlinePower, 0.0001)) * step(_AlphaOutlineMinAlpha, col.a) * _AlphaOutlineBlend;
col.rgb = lerp(col.rgb, _AlphaOutlineColor.rgb * _AlphaOutlineGlow, alphaOutlineRes);
col.a = lerp(col.a, 1, alphaOutlineRes > 1);
#endif
//-------------------------------------------------------
//FOG_ON
//------------------
col *= _Color;
o.Albedo = col;
col.a *= _Alpha;
clip(col.a - _AlphaCutoffValue - 0.01);
o.Alpha = _Color.a;
}
void ChainSurfaceFunction(inout Surface l, inout ShaderData d)
{
Ext_SurfaceFunction0(l, d);
// Ext_SurfaceFunction1(l, d);
// Ext_SurfaceFunction2(l, d);
// Ext_SurfaceFunction3(l, d);
// Ext_SurfaceFunction4(l, d);
// Ext_SurfaceFunction5(l, d);
// Ext_SurfaceFunction6(l, d);
// Ext_SurfaceFunction7(l, d);
// Ext_SurfaceFunction8(l, d);
// Ext_SurfaceFunction9(l, d);
// Ext_SurfaceFunction10(l, d);
// Ext_SurfaceFunction11(l, d);
// Ext_SurfaceFunction12(l, d);
// Ext_SurfaceFunction13(l, d);
// Ext_SurfaceFunction14(l, d);
// Ext_SurfaceFunction15(l, d);
// Ext_SurfaceFunction16(l, d);
// Ext_SurfaceFunction17(l, d);
// Ext_SurfaceFunction18(l, d);
// Ext_SurfaceFunction19(l, d);
// Ext_SurfaceFunction20(l, d);
// Ext_SurfaceFunction21(l, d);
// Ext_SurfaceFunction22(l, d);
// Ext_SurfaceFunction23(l, d);
// Ext_SurfaceFunction24(l, d);
// Ext_SurfaceFunction25(l, d);
// Ext_SurfaceFunction26(l, d);
// Ext_SurfaceFunction27(l, d);
// Ext_SurfaceFunction28(l, d);
// Ext_SurfaceFunction29(l, d);
}
#if !_DECALSHADER
void ChainModifyVertex(inout VertexData v, inout VertexToPixel v2p, float4 time)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// due to motion vectors in HDRP, we need to use the last
// time in certain spots. So if you are going to use _Time to adjust vertices,
// you need to use this time or motion vectors will break.
d.time = time;
Ext_ModifyVertex0(v, d);
// Ext_ModifyVertex1(v, d);
// Ext_ModifyVertex2(v, d);
// Ext_ModifyVertex3(v, d);
// Ext_ModifyVertex4(v, d);
// Ext_ModifyVertex5(v, d);
// Ext_ModifyVertex6(v, d);
// Ext_ModifyVertex7(v, d);
// Ext_ModifyVertex8(v, d);
// Ext_ModifyVertex9(v, d);
// Ext_ModifyVertex10(v, d);
// Ext_ModifyVertex11(v, d);
// Ext_ModifyVertex12(v, d);
// Ext_ModifyVertex13(v, d);
// Ext_ModifyVertex14(v, d);
// Ext_ModifyVertex15(v, d);
// Ext_ModifyVertex16(v, d);
// Ext_ModifyVertex17(v, d);
// Ext_ModifyVertex18(v, d);
// Ext_ModifyVertex19(v, d);
// Ext_ModifyVertex20(v, d);
// Ext_ModifyVertex21(v, d);
// Ext_ModifyVertex22(v, d);
// Ext_ModifyVertex23(v, d);
// Ext_ModifyVertex24(v, d);
// Ext_ModifyVertex25(v, d);
// Ext_ModifyVertex26(v, d);
// Ext_ModifyVertex27(v, d);
// Ext_ModifyVertex28(v, d);
// Ext_ModifyVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainModifyTessellatedVertex(inout VertexData v, inout VertexToPixel v2p)
{
ExtraV2F d;
ZERO_INITIALIZE(ExtraV2F, d);
ZERO_INITIALIZE(Blackboard, d.blackboard);
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = v2p.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = v2p.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = v2p.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = v2p.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = v2p.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = v2p.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = v2p.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = v2p.extraV2F7;
// #endif
// Ext_ModifyTessellatedVertex0(v, d);
// Ext_ModifyTessellatedVertex1(v, d);
// Ext_ModifyTessellatedVertex2(v, d);
// Ext_ModifyTessellatedVertex3(v, d);
// Ext_ModifyTessellatedVertex4(v, d);
// Ext_ModifyTessellatedVertex5(v, d);
// Ext_ModifyTessellatedVertex6(v, d);
// Ext_ModifyTessellatedVertex7(v, d);
// Ext_ModifyTessellatedVertex8(v, d);
// Ext_ModifyTessellatedVertex9(v, d);
// Ext_ModifyTessellatedVertex10(v, d);
// Ext_ModifyTessellatedVertex11(v, d);
// Ext_ModifyTessellatedVertex12(v, d);
// Ext_ModifyTessellatedVertex13(v, d);
// Ext_ModifyTessellatedVertex14(v, d);
// Ext_ModifyTessellatedVertex15(v, d);
// Ext_ModifyTessellatedVertex16(v, d);
// Ext_ModifyTessellatedVertex17(v, d);
// Ext_ModifyTessellatedVertex18(v, d);
// Ext_ModifyTessellatedVertex19(v, d);
// Ext_ModifyTessellatedVertex20(v, d);
// Ext_ModifyTessellatedVertex21(v, d);
// Ext_ModifyTessellatedVertex22(v, d);
// Ext_ModifyTessellatedVertex23(v, d);
// Ext_ModifyTessellatedVertex24(v, d);
// Ext_ModifyTessellatedVertex25(v, d);
// Ext_ModifyTessellatedVertex26(v, d);
// Ext_ModifyTessellatedVertex27(v, d);
// Ext_ModifyTessellatedVertex28(v, d);
// Ext_ModifyTessellatedVertex29(v, d);
// #if %EXTRAV2F0REQUIREKEY%
// v2p.extraV2F0 = d.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// v2p.extraV2F1 = d.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// v2p.extraV2F2 = d.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// v2p.extraV2F3 = d.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// v2p.extraV2F4 = d.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// v2p.extraV2F5 = d.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// v2p.extraV2F6 = d.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// v2p.extraV2F7 = d.extraV2F7;
// #endif
}
void ChainFinalColorForward(inout Surface l, inout ShaderData d, inout half4 color)
{
// Ext_FinalColorForward0(l, d, color);
// Ext_FinalColorForward1(l, d, color);
// Ext_FinalColorForward2(l, d, color);
// Ext_FinalColorForward3(l, d, color);
// Ext_FinalColorForward4(l, d, color);
// Ext_FinalColorForward5(l, d, color);
// Ext_FinalColorForward6(l, d, color);
// Ext_FinalColorForward7(l, d, color);
// Ext_FinalColorForward8(l, d, color);
// Ext_FinalColorForward9(l, d, color);
// Ext_FinalColorForward10(l, d, color);
// Ext_FinalColorForward11(l, d, color);
// Ext_FinalColorForward12(l, d, color);
// Ext_FinalColorForward13(l, d, color);
// Ext_FinalColorForward14(l, d, color);
// Ext_FinalColorForward15(l, d, color);
// Ext_FinalColorForward16(l, d, color);
// Ext_FinalColorForward17(l, d, color);
// Ext_FinalColorForward18(l, d, color);
// Ext_FinalColorForward19(l, d, color);
// Ext_FinalColorForward20(l, d, color);
// Ext_FinalColorForward21(l, d, color);
// Ext_FinalColorForward22(l, d, color);
// Ext_FinalColorForward23(l, d, color);
// Ext_FinalColorForward24(l, d, color);
// Ext_FinalColorForward25(l, d, color);
// Ext_FinalColorForward26(l, d, color);
// Ext_FinalColorForward27(l, d, color);
// Ext_FinalColorForward28(l, d, color);
// Ext_FinalColorForward29(l, d, color);
}
void ChainFinalGBufferStandard(inout Surface s, inout ShaderData d, inout half4 GBuffer0, inout half4 GBuffer1, inout half4 GBuffer2, inout half4 outEmission, inout half4 outShadowMask)
{
// Ext_FinalGBufferStandard0(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard1(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard2(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard3(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard4(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard5(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard6(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard7(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard8(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard9(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard10(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard11(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard12(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard13(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard14(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard15(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard16(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard17(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard18(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard19(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard20(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard21(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard22(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard23(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard24(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard25(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard26(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard27(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard28(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
// Ext_FinalGBufferStandard29(s, d, GBuffer0, GBuffer1, GBuffer2, outEmission, outShadowMask);
}
#endif
#if _DECALSHADER
ShaderData CreateShaderData(SurfaceDescriptionInputs IN)
{
ShaderData d = (ShaderData)0;
d.TBNMatrix = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
d.worldSpaceNormal = IN.WorldSpaceNormal;
d.worldSpaceTangent = IN.WorldSpaceTangent;
d.worldSpacePosition = IN.WorldSpacePosition;
d.texcoord0 = IN.uv0.xyxy;
d.screenPos = IN.ScreenPosition;
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - d.worldSpacePosition);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(d.worldSpacePosition), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(d.worldSpacePosition, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), d.worldSpaceTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenUV = (IN.ScreenPosition.xy / max(0.01, IN.ScreenPosition.w));
// #endif
return d;
}
#else
ShaderData CreateShaderData(VertexToPixel i
#if NEED_FACING
, bool facing
#endif
)
{
ShaderData d = (ShaderData)0;
d.clipPos = i.pos;
d.worldSpacePosition = i.worldPos;
d.worldSpaceNormal = normalize(i.worldNormal);
d.worldSpaceTangent.xyz = normalize(i.worldTangent.xyz);
d.tangentSign = i.worldTangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(d.worldSpaceTangent.xyz, d.worldSpaceNormal) * d.tangentSign;
d.TBNMatrix = float3x3(d.worldSpaceTangent, -bitangent, d.worldSpaceNormal);
d.worldSpaceViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
d.tangentSpaceViewDir = mul(d.TBNMatrix, d.worldSpaceViewDir);
d.texcoord0 = i.texcoord0;
d.texcoord1 = i.texcoord1;
d.texcoord2 = i.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
d.texcoord3 = i.texcoord3;
// #endif
// d.isFrontFace = facing;
// #if %VERTEXCOLORREQUIREKEY%
d.vertexColor = i.vertexColor;
// #endif
// these rarely get used, so we back transform them. Usually will be stripped.
#if _HDRP
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(GetCameraRelativePositionWS(i.worldPos), 1)).xyz;
#else
// d.localSpacePosition = mul(GetWorldToObjectMatrix(), float4(i.worldPos, 1)).xyz;
#endif
// d.localSpaceNormal = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldNormal));
// d.localSpaceTangent = normalize(mul((float3x3)GetWorldToObjectMatrix(), i.worldTangent.xyz));
// #if %SCREENPOSREQUIREKEY%
// d.screenPos = i.screenPos;
// d.screenUV = (i.screenPos.xy / i.screenPos.w);
// #endif
// #if %EXTRAV2F0REQUIREKEY%
// d.extraV2F0 = i.extraV2F0;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
// d.extraV2F1 = i.extraV2F1;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
// d.extraV2F2 = i.extraV2F2;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
// d.extraV2F3 = i.extraV2F3;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// d.extraV2F4 = i.extraV2F4;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// d.extraV2F5 = i.extraV2F5;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// d.extraV2F6 = i.extraV2F6;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// d.extraV2F7 = i.extraV2F7;
// #endif
return d;
}
#endif
#if defined(_PASSSHADOW)
float3 _LightDirection;
float3 _LightPosition;
#endif
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#define GetWorldToViewMatrix() _ViewMatrix
#define UNITY_MATRIX_I_V _InvViewMatrix
#define GetViewToHClipMatrix() OptimizeProjectionMatrix(_ProjMatrix)
#define UNITY_MATRIX_I_P _InvProjMatrix
#define GetWorldToHClipMatrix() _ViewProjMatrix
#define UNITY_MATRIX_I_VP _InvViewProjMatrix
#define UNITY_MATRIX_UNJITTERED_VP _NonJitteredViewProjMatrix
#define UNITY_MATRIX_PREV_VP _PrevViewProjMatrix
#define UNITY_MATRIX_PREV_I_VP _PrevInvViewProjMatrix
void MotionVectorPositionZBias(VertexToPixel input)
{
#if UNITY_REVERSED_Z
input.pos.z -= unity_MotionVectorsParams.z * input.pos.w;
#else
input.pos.z += unity_MotionVectorsParams.z * input.pos.w;
#endif
}
#endif
// vertex shader
VertexToPixel Vert (VertexData v)
{
VertexToPixel o = (VertexToPixel)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = v;
#endif
#if !_TESSELLATION_ON
ChainModifyVertex(v, o, _Time);
#endif
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
o.texcoord3 = v.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
o.vertexColor = v.vertexColor;
// #endif
// This return the camera relative position (if enable)
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
o.worldPos = positionWS;
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
// For some very odd reason, in 2021.2, we can't use Unity's defines, but have to use our own..
#if _PASSSHADOW
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - o.worldPos);
#else
float3 lightDirectionWS = _LightDirection;
#endif
// Define shadow pass specific clip position for Universal
o.pos = TransformWorldToHClip(ApplyShadowBias(o.worldPos, o.worldNormal, lightDirectionWS));
#if UNITY_REVERSED_Z
o.pos.z = min(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#else
o.pos.z = max(o.pos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#elif _PASSMETA
o.pos = MetaVertexPosition(float4(v.vertex.xyz, 0), v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#else
o.pos = TransformWorldToHClip(o.worldPos);
#endif
// #if %SCREENPOSREQUIREKEY%
// o.screenPos = ComputeScreenPos(o.pos, _ProjectionParams.x);
// #endif
#if _PASSFORWARD || _PASSGBUFFER
float2 uv1 = v.texcoord1.xy;
OUTPUT_LIGHTMAP_UV(uv1, unity_LightmapST, o.lightmapUV);
o.texcoord1.xy = uv1;
#if UNITY_VERSION < 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#if UNITY_VERSION >= 60000009
OUTPUT_SH(o.worldNormal, o.sh);
#endif
#elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && UNITY_VERSION >= 60000009
OUTPUT_SH4(vertexInput.positionWS, o.worldNormal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), o.sh, o.probeOcclusion);
#endif
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half fogFactor = 0;
#if defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(o.pos.z);
#endif
#if _BAKEDLIT
o.fogFactorAndVertexLight = half4(fogFactor, 0, 0, 0);
#else
half3 vertexLight = VertexLighting(o.worldPos, o.worldNormal);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if _URP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(o);
#endif
o.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (!forceNoMotion)
{
#if defined(HAVE_VFX_MODIFICATION)
float3 previousPositionOS = currentFrameMvData.vfxParticlePositionOS;
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
const bool applyDeformation = false;
#else
const bool applyDeformation = true;
#endif
#else
const bool hasDeformation = unity_MotionVectorsParams.x == 1; // Mesh has skinned deformation
float3 previousPositionOS = hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz;
#if defined(AUTOMATIC_TIME_BASED_MOTION_VECTORS) && defined(GRAPH_VERTEX_USES_TIME_PARAMETERS_INPUT)
const bool applyDeformation = true;
#else
const bool applyDeformation = hasDeformation;
#endif
#endif
// TODO
#if defined(FEATURES_GRAPH_VERTEX)
if (applyDeformation)
previousPositionOS = GetLastFrameDeformedPosition(previousMesh, currentFrameMvData, previousPositionOS);
else
previousPositionOS = previousMesh.positionOS;
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
#endif
#if defined(UNITY_DOTS_INSTANCING_ENABLED) && defined(DOTS_DEFORMED)
// Deformed vertices in DOTS are not cumulative with built-in Unity skinning/blend shapes
// Needs to be called after vertex modification has been applied otherwise it will be
// overwritten by Compute Deform node
ApplyPreviousFrameDeformedVertexPosition(previousMesh.vertexID, previousPositionOS);
#endif
#if defined (_ADD_PRECOMPUTED_VELOCITY)
previousPositionOS -= previousMesh.precomputedVelocity;
#endif
o.positionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionWS, 1.0f));
#if defined(HAVE_VFX_MODIFICATION)
#if defined(VFX_FEATURE_MOTION_VECTORS_VERTS)
#if defined(FEATURES_GRAPH_VERTEX_MOTION_VECTOR_OUTPUT) || defined(_ADD_PRECOMPUTED_VELOCITY)
#error Unexpected fast path rendering VFX motion vector while there are vertex modification afterwards.
#endif
o.previousPositionCS = VFXGetPreviousClipPosition(previousMesh, currentFrameMvData.vfxElementAttributes, o.positionCS);
#else
#if VFX_WORLD_SPACE
//previousPositionOS is already in world space
const float3 previousPositionWS = previousPositionOS;
#else
const float3 previousPositionWS = mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1.0f)).xyz;
#endif
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionWS, 1.0f));
#endif
#else
o.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, mul(UNITY_PREV_MATRIX_M, float4(previousPositionOS, 1)));
#endif
}
#endif
return o;
}
// Using parts of com.unity.render-pipelines.universal\Editor\ShaderGraph\Includes\MotionVectorPass.hlsl
// com.unity.render-pipelines.universal\ShaderLibrary\MotionVectorsCommon.hlsl
// com.unity.render-pipelines.universal\Editor\ShaderGraph\Includes\Varyings.hlsl
float2 CalcNdcMotionVectorFromCsPositions(float4 posCS, float4 prevPosCS)
{
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
return float2(0.0, 0.0);
// Non-uniform raster needs to keep the posNDC values in float to avoid additional conversions
// since uv remap functions use floats
float2 posNDC = posCS.xy * rcp(posCS.w);
float2 prevPosNDC = prevPosCS.xy * rcp(prevPosCS.w);
float2 velocity;
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
// Convert velocity from NDC space (-1..1) to screen UV 0..1 space since FoveatedRendering remap needs that range.
float2 posUV = RemapFoveatedRenderingResolve(posNDC * 0.5 + 0.5);
float2 prevPosUV = RemapFoveatedRenderingPrevFrameLinearToNonUniform(prevPosNDC * 0.5 + 0.5);
// Calculate forward velocity
velocity = (posUV - prevPosUV);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
}
else
#endif
{
// Calculate forward velocity
velocity = (posNDC.xy - prevPosNDC.xy);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
// Convert velocity from NDC space (-1..1) to UV 0..1 space
// Note: It doesn't mean we don't have negative values, we store negative or positive offset in UV space.
// Note: ((posNDC * 0.5 + 0.5) - (prevPosNDC * 0.5 + 0.5)) = (velocity * 0.5)
velocity.xy *= 0.5;
}
return velocity;
}
float4 Frag(
VertexToPixel input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float4 motionVector = float4(CalcNdcMotionVectorFromCsPositions(input.positionCS, input.previousPositionCS), 0, 0);
return motionVector;
}
ENDHLSL
}
}
CustomEditor "AllIn1SpriteShaderLitMaterialInspector"
}