ProjectDDD/Assets/Plugins/AllIn1VfxToolkit/Shaders/LitShaders/AllIn1VfxLit_BetterShader_HDRP2022.txt
2025-07-08 19:46:31 +09:00

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Plaintext

////////////////////////////////////////
// Generated with Better Shaders
//
// Auto-generated shader code, don't hand edit!
//
// Unity Version: 2019.4.16f1
// Render Pipeline: HDRP2022
// Platform: WindowsEditor
////////////////////////////////////////
Shader "AllIn1Vfx/AllIn1VfxLit_BetterShader"
{
Properties
{
_RenderingMode("Rendering Mode", float) = 0 // 0
_SrcMode("SrcMode", float) = 5 // 1
_DstMode("DstMode", float) = 10 // 2
_CullingOption("Culling Option", float) = 0 // 3
_ZWrite("Depth Write", float) = 0.0 // 4
_ZTestMode("Z Test Mode", float) = 4 // 5
_ColorMask("Color Write Mask", float) = 15 // 6
_Alpha("Global Alpha", Range(0, 1)) = 1 //7
_Color("Global Color", Color) = (1,1,1,1) //8
_TimingSeed("Random Seed", Float) = 0.0 //9
_EditorDrawers("Editor Drawers", Int) = 60 //10
_MainTex("Shape1 Texture", 2D) = "white" {} //11
[HDR] _ShapeColor("Shape1 Color", Color) = (1,1,1,1) //12
_ShapeXSpeed("Shape1 X Speed", Float) = 0 //13
_ShapeYSpeed("Shape1 Y Speed", Float) = 0 //14
_ShapeContrast("Shape1 Contrast", Range (0, 10)) = 1 //15
_ShapeBrightness("Shape1 Brightness", Range (-1, 1)) = 0 //16
_ShapeDistortTex("Distortion Texture", 2D) = "black" {} //17
_ShapeDistortAmount("Distortion Amount", Range(0, 10)) = 0.5 //18
_ShapeDistortXSpeed("Scroll speed X", Float) = 0.1 //19
_ShapeDistortYSpeed("Scroll speed Y", Float) = 0.1 //20
_ShapeColorWeight("Shape1 RGB Weight", Range(0, 5)) = 1 //21
_ShapeAlphaWeight("Shape1 A Weight", Range(0, 5)) = 1 //22
_Shape2Tex ("Shape2 Texture", 2D) = "white" {} //23
[HDR] _Shape2Color("Shape2 Color", Color) = (1,1,1,1)
_Shape2XSpeed("Shape2 X Speed", Float) = 0
_Shape2YSpeed("Shape2 Y Speed", Float) = 0
_Shape2Contrast("Shape2 Contrast", Range (0, 10)) = 1
_Shape2Brightness("Shape2 Brightness", Range (-1, 1)) = 0
_Shape2DistortTex("Distortion Texture", 2D) = "black" {}
_Shape2DistortAmount("Distortion Amount", Range(0,10)) = 0.5
_Shape2DistortXSpeed("Scroll Speed X", Float) = 0.1
_Shape2DistortYSpeed("Scroll Speed Y", Float) = 0.1
_Shape2ColorWeight("Shape2 RGB Weight", Range(0, 5)) = 2
_Shape2AlphaWeight("Shape2 A Weight", Range(0, 5)) = 2 //34
_Shape3Tex("Shape3 Texture", 2D) = "white" {} //35
[HDR] _Shape3Color("Shape3 Color", Color) = (1,1,1,1)
_Shape3XSpeed("Shape3 X Speed", Float) = 0
_Shape3YSpeed("Shape3 Y Speed", Float) = 0
_Shape3Contrast("Shape3 Contrast", Range (0, 10)) = 1
_Shape3Brightness("Shape3 Brightness", Range (-1, 1)) = 0
_Shape3DistortTex("Distortion Texture", 2D) = "black" {}
_Shape3DistortAmount("Distortion Amount", Range(0, 10)) = 0.5
_Shape3DistortXSpeed("Scroll Speed X", Float) = 0.1
_Shape3DistortYSpeed("Scroll Speed Y", Float) = 0.1
_Shape3ColorWeight("Shape3 RGB Weight", Range(0, 5)) = 2
_Shape3AlphaWeight("Shape3 A Weight", Range(0, 5)) = 2 //46
_SoftFactor("Soft Particles Factor", Range(0.01, 3.0)) = 0.5 //47
[NoScaleOffset] _ColorRampTex("Color Ramp Texture", 2D) = "white" {} //48
_ColorRampLuminosity("Color Ramp luminosity", Range(-1, 1)) = 0 //49
[AllIn1VfxGradient] _ColorRampTexGradient("Color Ramp Gradient", 2D) = "white" {} //50
_ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 51
_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //52
_AlphaStepMin("Smoothstep Min", Range(0, 1)) = 0.0 //53
_AlphaStepMax("Smoothstep Max", Range(0, 1)) = 0.075 //54
_AlphaFadeAmount("Fade Amount", Range(-0.1, 1)) = -0.1 //55
_AlphaFadeSmooth("Fade Transition", Range(0.0, 1.5)) = 0.075 //56
_AlphaFadePow("Fade Power", Range(0.001, 10)) = 1 //57
_TrailWidthPower("Trail Width Power", Range(0.1, 5.0)) = 1.0 //58
[AllIn1VfxGradient] _TrailWidthGradient("Trail Width Gradient", 2D) = "white" {} //59
_GlowColor("Glow Color", Color) = (1,1,1,1) //60
_Glow("Glow Color Intensity", float) = 0 //61
_GlowGlobal("Global Glow Intensity", float) = 1 //62
_GlowTex("Glow Mask Texture", 2D) = "white" {} //63
_DepthGlowDist("Depth Distance", Range(0.01, 10.0)) = 0.5 //64
_DepthGlowPow("Depth Power", Range(0.01, 10.0)) = 1 //65
_DepthGlowColor("Glow Color", Color) = (1,1,1,1) //66
_DepthGlow("Glow Color Intensity", float) = 1 //67
_DepthGlowGlobal("Global Glow Intensity", float) = 1 //68
_MaskTex("Mask Texture", 2D) = "white" {} //69
_MaskPow("Mask Power", Range(0.001, 10)) = 1 //70
_HsvShift("Hue Shift", Range(0, 360)) = 180 //71
_HsvSaturation("Saturation", Range(0, 2)) = 1 //72
_HsvBright("Brightness", Range(0, 2)) = 1 //73
_RandomSh1Mult("Shape 1 Mult", Range(0, 1)) = 1.0 //74
_RandomSh2Mult("Shape 2 Mult", Range(0, 1)) = 1.0 //75
_RandomSh3Mult("Shape 3 Mult", Range(0, 1)) = 1.0 //76
_PixelateSize("Pixelate size", Range(4, 512)) = 32 //77
_DistortTex("Distortion Texture", 2D) = "black" {} //78
_DistortAmount("Distortion Amount", Range(0, 10)) = 0.5 //79
_DistortTexXSpeed("Scroll Speed X", Range(-50, 50)) = 5 //80
_DistortTexYSpeed("Scroll Speed Y", Range(-50, 50)) = 5 //81
[HDR] _BackFaceTint("Backface Tint", Color) = (0.5, 0.5, 0.5, 1) //82
[HDR] _FrontFaceTint("Frontface Tint", Color) = (1, 1, 1, 1) //83
_ShakeUvSpeed("Shake Speed", Range(0, 50)) = 20 //84
_ShakeUvX("X Multiplier", Range(-15, 15)) = 5 //85
_ShakeUvY("Y Multiplier", Range(-15, 15)) = 4 //86
_WaveAmount("Wave Amount", Range(0, 25)) = 7 //87
_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //88
_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //89
_WaveX("Wave X Axis", Range(0, 1)) = 0 //90
_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //91
_RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //92
_RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //93
_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //94
_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //95
_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //96
_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //97
_HandDrawnAmount("Hand Drawn Amount", Range(0, 40)) = 10 //98
_HandDrawnSpeed("Hand Drawn Speed", Range(1, 30)) = 5 //99
_OffsetSh1("Shape 1 Offset Mult", Range(-5, 5)) = 1 //100
_OffsetSh2("Shape 2 Offset Mult", Range(-5, 5)) = 1 //101
_OffsetSh3("Shape 3 Offset Mult", Range(-5, 5)) = 1 //102
_DistNormalMap("Normal Map", 2D) = "bump" {} //103
_DistortionPower("Distortion Power", Float) = 10 //104
_DistortionBlend("Distortion Blend", Range(0, 1)) = 1 //105
_DistortionScrollXSpeed("Scroll speed X Axis", Float) = 0 //106
_DistortionScrollYSpeed("Scroll speed Y Axis", Float) = 0 //107
_TextureScrollXSpeed("Speed X Axis", Float) = 1 //108
_TextureScrollYSpeed("Speed Y Axis", Float) = 0 //109
_VertOffsetTex("Offset Noise Texture", 2D) = "white" {} //110
_VertOffsetAmount("Offset Amount", Range(0, 2)) = 0.5 //111
_VertOffsetPower("Offset Power", Range(0.01, 10)) = 1 //112
_VertOffsetTexXSpeed("Scroll Speed X", Range(-2, 2)) = 0.1 //113
_VertOffsetTexYSpeed("Scroll Speed Y", Range(-2, 2)) = 0.1 //114
_FadeTex("Fade Texture", 2D) = "white" {} //115
_FadeAmount("Fade Amount", Range(-0.1, 1)) = -0.1 //116
_FadeTransition("Fade Transition", Range(0.01, 0.75)) = 0.075 //117
_FadePower("Fade Power", Range(0.001, 10)) = 1 //118
_FadeScrollXSpeed("Speed X Axis", Float) = 0 //119
_FadeScrollYSpeed("Speed Y Axis", Float) = 0 //120
_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //121
[HDR] _FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //122
_FadeBurnWidth("Fade Burn Width", Range(0, 0.2)) = 0.01 //123
_FadeBurnGlow("Fade Burn Glow", Range(1, 250)) = 5//124
[HDR] _ColorGradingLight("Light Color Tint", Color) = (1,1,1,1) //125
[HDR] _ColorGradingMiddle("Mid Tone Color Tint", Color) = (1,1,1,1) //126
[HDR] _ColorGradingDark("Dark/Shadow Color Tint", Color) = (1,1,1,1) //127
_ColorGradingMidPoint("Mid Point", Range(0.01, 0.99)) = 0.5 //128
_CamDistFadeStepMin("Far Fade Start Point", Range(0, 1000)) = 0.0 //129
_CamDistFadeStepMax("Far Fade End Point", Range(0, 1000)) = 100 //130
_CamDistProximityFade("Close Fade Start Point", Range(0, 250)) = 0.0 //131
_ScreenUvShDistScale("Scale With Dist Amount", Range(0, 1)) = 1 //132
_ScreenUvSh2DistScale("Scale With Dist Amount", Range(0, 1)) = 1 //133
_ScreenUvSh3DistScale("Scale With Dist Amount", Range(0, 1)) = 1 //134
[HDR] _RimColor("Rim Color", Color) = (1, 1, 1, 1) //135
_RimBias("Rim Bias", Range(0, 1)) = 0 //136
_RimScale("Rim Scale", Range(0, 25)) = 1 //137
_RimPower("Rim Power", Range(0.1, 20.0)) = 5.0 //138
_RimIntensity("Rim Intensity", Range(0.0, 50.0)) = 1 //139
_RimAddAmount("Add Amount (0 is mult)", Range(0.0, 1.0)) = 1 //140
_RimErodesAlpha("Erode Transparency", Range(0.0, 2.0)) = 0 //141
_Shape1MaskTex("Shape 1 Mask Texture", 2D) = "white" {} //142
_Shape1MaskPow("Shape 1 Mask Power", Range(0.001, 10)) = 1 //143
_LightAmount("Light Amount", Range(0, 1)) = 0//144
[HDR] _LightColor("Light Color", Color) = (1,1,1,1) //147
_ShadowAmount("Shadow Amount", Range(0, 1)) = 0.4//148
_ShadowStepMin("Shadow Min", Range(0, 1)) = 0.0 //149
_ShadowStepMax("Shadow Max", Range(0, 1)) = 1.0 //148
_PosterizeNumColors("Number of Colors", Range(1, 30)) = 5 //149
_ShapeRotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //150
_ShapeRotationSpeed("Rotation Speed", Float) = 0 //151
_Shape2RotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //152
_Shape2RotationSpeed("Rotation Speed", Float) = 0 //153
_Shape3RotationOffset("Rotation Offset", Range(0, 6.28318530718)) = 0 //154
_Shape3RotationSpeed("Rotation Speed", Float) = 0 //155
_Sh1BlendOffset("Shape 1 Blend Offset", Range(-5, 5)) = 0 //156
_Sh2BlendOffset("Shape 2 Blend Offset", Range(-5, 5)) = 0 //157
_Sh3BlendOffset("Shape 3 Blend Offset", Range(-5, 5)) = 0 //158
[Normal][NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
_NormalStrength("Normal Strength", Range(0, 15)) = 1.0
_DebugShape("Shape Debug Number", Int) = 1 //160 Needs to be last property
[HideInInspector]_RenderQueueType("Float", Float) = 1
[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Boolean", Float) = 0
[HideInInspector][ToggleUI]_DepthOffsetEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_TransparentWritingMotionVec("Boolean", Float) = 0
[HideInInspector][ToggleUI]_AlphaCutoffEnable("Boolean", Float) = 0
[HideInInspector]_TransparentSortPriority("_TransparentSortPriority", Float) = 0
[HideInInspector][ToggleUI]_UseShadowThreshold("Boolean", Float) = 0
[HideInInspector][ToggleUI]_TransparentDepthPrepassEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_TransparentDepthPostpassEnable("Boolean", Float) = 0
[HideInInspector]_SurfaceType("Float", Float) = 0
[HideInInspector]_BlendMode("Float", Float) = 0
[HideInInspector]_SrcBlend("Float", Float) = 1
[HideInInspector]_DstBlend("Float", Float) = 0
[HideInInspector]_AlphaSrcBlend("Float", Float) = 1
[HideInInspector]_AlphaDstBlend("Float", Float) = 0
[HideInInspector][ToggleUI]_AlphaToMask("Boolean", Float) = 0
[HideInInspector][ToggleUI]_AlphaToMaskInspectorValue("Boolean", Float) = 0
[HideInInspector][ToggleUI]_ZWrite("Boolean", Float) = 1
[HideInInspector][ToggleUI]_TransparentZWrite("Boolean", Float) = 0
[HideInInspector][ToggleUI]_EnableFogOnTransparent("Boolean", Float) = 1
[HideInInspector]_ZTestDepthEqualForOpaque("Float", Int) = 4
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("Float", Float) = 4
[HideInInspector][ToggleUI]_TransparentBackfaceEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_RequireSplitLighting("Boolean", Float) = 0
[HideInInspector][ToggleUI]_ReceivesSSR("Boolean", Float) = 1
[HideInInspector][ToggleUI]_ReceivesSSRTransparent("Boolean", Float) = 0
[HideInInspector][ToggleUI]_EnableBlendModePreserveSpecularLighting("Boolean", Float) = 1
[HideInInspector][ToggleUI]_SupportDecals("Boolean", Float) = 1
[HideInInspector]_StencilRef("Float", Int) = 0
[HideInInspector]_StencilWriteMask("Float", Int) = 6
[HideInInspector]_StencilRefDepth("Float", Int) = 8
[HideInInspector]_StencilWriteMaskDepth("Float", Int) = 8
[HideInInspector]_StencilRefMV("Float", Int) = 40
[HideInInspector]_StencilWriteMaskMV("Float", Int) = 40
[HideInInspector]_StencilRefDistortionVec("Float", Int) = 4
[HideInInspector]_StencilWriteMaskDistortionVec("Float", Int) = 4
[HideInInspector]_StencilWriteMaskGBuffer("Float", Int) = 14
[HideInInspector]_StencilRefGBuffer("Float", Int) = 10
[HideInInspector]_ZTestGBuffer("Float", Int) = 4
[HideInInspector][ToggleUI]_RayTracing("Boolean", Float) = 0
[HideInInspector][Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Float", Float) = 0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags { "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" "Queue" = "Geometry+225" }
Pass
{
// based on HDLitPass.template
Name "Forward"
Tags { "LightMode" = "Forward" }
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
ColorMask [_ColorMaskTransparentVel] 1
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_raytracing PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
#pragma multi_compile_raytracing _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
#pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
#pragma multi_compile _ LOD_FADE_CROSSFADE
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
//-------------------------------------------------------------------------------------
// Variant Definitions (active field translations to HDRP defines)
//-------------------------------------------------------------------------------------
// #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
// #define _MATERIAL_FEATURE_TRANSMISSION 1
// #define _MATERIAL_FEATURE_ANISOTROPY 1
// #define _MATERIAL_FEATURE_IRIDESCENCE 1
// #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
#define _ENABLE_FOG_ON_TRANSPARENT 1
// #define _AMBIENT_OCCLUSION 1
// #define _SPECULAR_OCCLUSION_FROM_AO 1
// #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
// #define _SPECULAR_OCCLUSION_CUSTOM 1
// #define _ENERGY_CONSERVING_SPECULAR 1
// #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
// #define _HAS_REFRACTION 1
// #define _REFRACTION_PLANE 1
// #define _REFRACTION_SPHERE 1
// #define _DISABLE_DECALS 1
// #define _DISABLE_SSR 1
// #define _ADD_PRECOMPUTED_VELOCITY
// #define _WRITE_TRANSPARENT_MOTION_VECTOR 1
// #define _DEPTHOFFSET_ON 1
// #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
#define SHADERPASS SHADERPASS_FORWARD
#define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
#define HAS_LIGHTLOOP
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define _PASSFORWARD 1
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void Frag(VertexToPixel v2p,
#ifdef OUTPUT_SPLIT_LIGHTING
out float4 outColor : SV_Target0, // outSpecularLighting
#ifdef UNITY_VIRTUAL_TEXTURING
out float4 outVTFeedback : VT_BUFFER_TARGET,
#endif
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
OUTPUT_SSSBUFFER(outSSSBuffer)
#else
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
,out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
, out float4 outMotionVec : EXTRA_BUFFER_TARGET
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#endif // OUTPUT_SPLIT_LIGHTING
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
// It is init to the value of forceNoMotion (with 2.0)
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2p);
FragInputs input = BuildFragInputs(v2p);
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(v2p, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
// Init in debug display mode to quiet warning
#ifdef OUTPUT_SPLIT_LIGHTING
outDiffuseLighting = 0;
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
// Same code in ShaderPassForwardUnlit.shader
// Reminder: _DebugViewMaterialArray[i]
// i==0 -> the size used in the buffer
// i>0 -> the index used (0 value means nothing)
// The index stored in this buffer could either be
// - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported)
// - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty)
bool viewMaterial = false;
int bufferSize = _DebugViewMaterialArray[0].x;
if (bufferSize != 0)
{
bool needLinearToSRGB = false;
float3 result = float3(1.0, 0.0, 1.0);
// Loop through the whole buffer
// Works because GetSurfaceDataDebug will do nothing if the index is not a known one
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = _DebugViewMaterialArray[index].x;
// skip if not really in use
if (indexMaterialProperty != 0)
{
viewMaterial = true;
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
}
}
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write
// So in the meantime we apply the inverse transform to linear data to compensate.
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outColor = float4(result, 1.0);
}
if (!viewMaterial)
{
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
{
float3 result = float3(0.0, 0.0, 0.0);
GetPBRValidatorDebug(surfaceData, result);
outColor = float4(result, 1.0f);
}
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
else
#endif
{
#ifdef _SURFACE_TYPE_TRANSPARENT
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
LightLoopOutput lightLoopOutput;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
float3 diffuseLighting = lightLoopOutput.diffuseLighting;
float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
#ifdef OUTPUT_SPLIT_LIGHTING
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outColor = float4(specularLighting, 1.0);
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
}
else
{
outColor = float4(diffuseLighting + specularLighting, 1.0);
outDiffuseLighting = 0;
}
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#else
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
#endif
ChainFinalColorForward(l, d, outColor);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
// outMotionVec is already initialize at the value of forceNoMotion (see above)
if (!forceNoMotion)
{
float2 motionVec = CalculateMotionVector(v2p.motionVectorCS, v2p.previousPositionCS);
EncodeMotionVector(motionVec * 0.5, outMotionVec);
outMotionVec.zw = 1.0;
}
#endif
}
#ifdef DEBUG_DISPLAY
}
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = builtinData.vtPackedFeedback;
#endif
}
ENDHLSL
}
Pass
{
// based on HDLitPass.template
Name "GBuffer"
Tags { "LightMode" = "GBuffer" }
//-------------------------------------------------------------------------------------
// Render Modes (Blend, Cull, ZTest, Stencil, etc)
//-------------------------------------------------------------------------------------
Cull Back
ZTest [_ZTestGBuffer]
ColorMask [_LightLayersMaskBuffer4] 4
ColorMask [_LightLayersMaskBuffer5] 5
Stencil
{
WriteMask [_StencilWriteMaskGBuffer]
Ref [_StencilRefGBuffer]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
ColorMask [_LightLayersMaskBuffer4] 4
ColorMask [_LightLayersMaskBuffer5] 5
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ LIGHT_LAYERS
//#pragma multi_compile_raytracing _ LIGHT_LAYERS
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
//-------------------------------------------------------------------------------------
// Variant Definitions (active field translations to HDRP defines)
//-------------------------------------------------------------------------------------
// #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
// #define _MATERIAL_FEATURE_TRANSMISSION 1
// #define _MATERIAL_FEATURE_ANISOTROPY 1
// #define _MATERIAL_FEATURE_IRIDESCENCE 1
// #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
#define _ENABLE_FOG_ON_TRANSPARENT 1
// #define _AMBIENT_OCCLUSION 1
// #define _SPECULAR_OCCLUSION_FROM_AO 1
// #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
// #define _SPECULAR_OCCLUSION_CUSTOM 1
// #define _ENERGY_CONSERVING_SPECULAR 1
// #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
// #define _HAS_REFRACTION 1
// #define _REFRACTION_PLANE 1
// #define _REFRACTION_SPHERE 1
// #define _DISABLE_DECALS 1
// #define _DISABLE_SSR 1
// #define _ADD_PRECOMPUTED_VELOCITY
// #define _WRITE_TRANSPARENT_MOTION_VECTOR 1
// #define _DEPTHOFFSET_ON 1
// #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
#define SHADERPASS SHADERPASS_GBUFFER
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define _PASSGBUFFER 1
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
//-------------------------------------------------------------------------------------
// Defines
//-------------------------------------------------------------------------------------
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
void Frag( VertexToPixel v2f,
OUTPUT_GBUFFER(outGBuffer)
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f);
FragInputs input = BuildFragInputs(v2f);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
ENCODE_INTO_GBUFFER(surfaceData, builtinData, posInput.positionSS, outGBuffer);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
}
ENDHLSL
}
Pass
{
// based on HDLitPass.template
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
//-------------------------------------------------------------------------------------
// Render Modes (Blend, Cull, ZTest, Stencil, etc)
//-------------------------------------------------------------------------------------
Cull Back
ZWrite On
ColorMask 0
ZClip [_ZClip]
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//#pragma enable_d3d11_debug_symbols
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
//#pragma multi_compile_local _ _ALPHATEST_ON
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma multi_compile _ WRITE_DECAL_BUFFER
//-------------------------------------------------------------------------------------
// Variant Definitions (active field translations to HDRP defines)
//-------------------------------------------------------------------------------------
// #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
// #define _MATERIAL_FEATURE_TRANSMISSION 1
// #define _MATERIAL_FEATURE_ANISOTROPY 1
// #define _MATERIAL_FEATURE_IRIDESCENCE 1
// #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
#define _ENABLE_FOG_ON_TRANSPARENT 1
// #define _AMBIENT_OCCLUSION 1
// #define _SPECULAR_OCCLUSION_FROM_AO 1
// #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
// #define _SPECULAR_OCCLUSION_CUSTOM 1
// #define _ENERGY_CONSERVING_SPECULAR 1
// #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
// #define _HAS_REFRACTION 1
// #define _REFRACTION_PLANE 1
// #define _REFRACTION_SPHERE 1
// #define _DISABLE_DECALS 1
// #define _DISABLE_SSR 1
// #define _ADD_PRECOMPUTED_VELOCITY
// #define _WRITE_TRANSPARENT_MOTION_VECTOR 1
// #define _DEPTHOFFSET_ON 1
// #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
#define SHADERPASS SHADERPASS_SHADOWS
#define _PASSSHADOW 1
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
//-------------------------------------------------------------------------------------
// Defines
//-------------------------------------------------------------------------------------
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_DECAL SV_Target2
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_DECAL SV_Target1
#else
#define SV_TARGET_DECAL SV_Target0
#endif
void Frag( VertexToPixel v2f
#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
, out float4 outColor : SV_Target0
#else
#ifdef WRITE_MSAA_DEPTH
// We need the depth color as SV_Target0 for alpha to coverage
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
// Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS)
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
, out float4 outDecalBuffer : SV_TARGET_DECAL
#endif
#endif
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f);
FragInputs input = BuildFragInputs(v2f);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
#ifdef SCENESELECTIONPASS
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#else
#ifdef WRITE_MSAA_DEPTH
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
depthColor = v2f.pos.z;
#ifdef _ALPHATOMASK_ON
// Alpha channel is used for alpha to coverage
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif // alphatomask
#endif // msaa_depth
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
DecalPrepassData decalPrepassData;
// We don't have the right to access SurfaceData in a shaderpass.
// However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway
// Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway)
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
}
ENDHLSL
}
Pass
{
// based on HDLitPass.template
Name "DepthOnly"
Tags { "LightMode" = "DepthOnly" }
//-------------------------------------------------------------------------------------
// Render Modes (Blend, Cull, ZTest, Stencil, etc)
//-------------------------------------------------------------------------------------
Cull Back
ZWrite On
// Stencil setup
Stencil
{
WriteMask [_StencilWriteMaskDepth]
Ref [_StencilRefDepth]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
AlphaToMask [_AlphaCutoffEnable]
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//#pragma enable_d3d11_debug_symbols
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma multi_compile _ WRITE_DECAL_BUFFER
//-------------------------------------------------------------------------------------
// Variant Definitions (active field translations to HDRP defines)
//-------------------------------------------------------------------------------------
// #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
// #define _MATERIAL_FEATURE_TRANSMISSION 1
// #define _MATERIAL_FEATURE_ANISOTROPY 1
// #define _MATERIAL_FEATURE_IRIDESCENCE 1
// #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
#define _ENABLE_FOG_ON_TRANSPARENT 1
// #define _AMBIENT_OCCLUSION 1
// #define _SPECULAR_OCCLUSION_FROM_AO 1
// #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
// #define _SPECULAR_OCCLUSION_CUSTOM 1
// #define _ENERGY_CONSERVING_SPECULAR 1
// #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
// #define _HAS_REFRACTION 1
// #define _REFRACTION_PLANE 1
// #define _REFRACTION_SPHERE 1
// #define _DISABLE_DECALS 1
// #define _DISABLE_SSR 1
// #define _ADD_PRECOMPUTED_VELOCITY
// #define _WRITE_TRANSPARENT_MOTION_VECTOR 1
// #define _DEPTHOFFSET_ON 1
// #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
#define _PASSDEPTH 1
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_DECAL SV_Target2
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_DECAL SV_Target1
#else
#define SV_TARGET_DECAL SV_Target0
#endif
void Frag( VertexToPixel v2p
#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
, out float4 outColor : SV_Target0
#else
#ifdef WRITE_MSAA_DEPTH
// We need the depth color as SV_Target0 for alpha to coverage
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
// Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS)
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
, out float4 outDecalBuffer : SV_TARGET_DECAL
#endif
#endif
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2p);
FragInputs input = BuildFragInputs(v2p);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(v2p, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
// to prevent stripping
surfaceData.normalWS *= saturate(l.Albedo.r + 9999);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
#ifdef SCENESELECTIONPASS
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = unity_SelectionID;
#else
#ifdef WRITE_MSAA_DEPTH
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
depthColor = v2p.pos.z;
#ifdef _ALPHATOMASK_ON
// Alpha channel is used for alpha to coverage
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif // alphatomask
#endif // msaa_depth
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
DecalPrepassData decalPrepassData;
// We don't have the right to access SurfaceData in a shaderpass.
// However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway
// Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway)
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
#endif
}
ENDHLSL
}
Pass
{
// based on HDLitPass.template
Name "META"
Tags { "LightMode" = "META" }
Cull Off
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
//#pragma multi_compile_local _ _ALPHATEST_ON
//-------------------------------------------------------------------------------------
// Variant Definitions (active field translations to HDRP defines)
//-------------------------------------------------------------------------------------
// #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
// #define _MATERIAL_FEATURE_TRANSMISSION 1
// #define _MATERIAL_FEATURE_ANISOTROPY 1
// #define _MATERIAL_FEATURE_IRIDESCENCE 1
// #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
#define _ENABLE_FOG_ON_TRANSPARENT 1
// #define _AMBIENT_OCCLUSION 1
// #define _SPECULAR_OCCLUSION_FROM_AO 1
// #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
// #define _SPECULAR_OCCLUSION_CUSTOM 1
// #define _ENERGY_CONSERVING_SPECULAR 1
// #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
// #define _HAS_REFRACTION 1
// #define _REFRACTION_PLANE 1
// #define _REFRACTION_SPHERE 1
// #define _DISABLE_DECALS 1
// #define _DISABLE_SSR 1
// #define _ADD_PRECOMPUTED_VELOCITY
// #define _WRITE_TRANSPARENT_MOTION_VECTOR 1
// #define _DEPTHOFFSET_ON 1
// #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#define RAYTRACING_SHADER_GRAPH_HIGH
#define REQUIRE_DEPTH_TEXTURE
#define _PASSMETA 1
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
float4 Frag(VertexToPixel v2f
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
) : SV_Target
{
FragInputs input = BuildFragInputs(v2f);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
// no debug apply during light transport pass
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
// This shader is call two times. Once for getting emissiveColor, the other time to get diffuseColor
// We use unity_MetaFragmentControl to make the distinction.
float4 res = float4(0.0, 0.0, 0.0, 1.0);
if (unity_MetaFragmentControl.x)
{
// Apply diffuseColor Boost from LightmapSettings.
// put abs here to silent a warning, no cost, no impact as color is assume to be positive.
res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue);
}
if (unity_MetaFragmentControl.y)
{
// emissive use HDR format
res.rgb = lightTransportData.emissiveColor;
}
return res;
}
ENDHLSL
}
Pass
{
// based on HDLitPass.template
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
Cull Off
ColorMask 0
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma instancing_options renderinglayer
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
//-------------------------------------------------------------------------------------
// Variant Definitions (active field translations to HDRP defines)
//-------------------------------------------------------------------------------------
// #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
// #define _MATERIAL_FEATURE_TRANSMISSION 1
// #define _MATERIAL_FEATURE_ANISOTROPY 1
// #define _MATERIAL_FEATURE_IRIDESCENCE 1
// #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
#define _ENABLE_FOG_ON_TRANSPARENT 1
// #define _AMBIENT_OCCLUSION 1
// #define _SPECULAR_OCCLUSION_FROM_AO 1
// #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
// #define _SPECULAR_OCCLUSION_CUSTOM 1
// #define _ENERGY_CONSERVING_SPECULAR 1
// #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
// #define _HAS_REFRACTION 1
// #define _REFRACTION_PLANE 1
// #define _REFRACTION_SPHERE 1
// #define _DISABLE_DECALS 1
// #define _DISABLE_SSR 1
// #define _ADD_PRECOMPUTED_VELOCITY
// #define _WRITE_TRANSPARENT_MOTION_VECTOR 1
// #define _DEPTHOFFSET_ON 1
// #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SCENESELECTIONPASS
#define _PASSSCENESELECT 1
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
void Frag( VertexToPixel IN
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH) // When only WRITE_MSAA_DEPTH is define and not WRITE_NORMAL_BUFFER it mean we are Unlit and only need depth, but we still have normal buffer binded
, out float4 outNormalBuffer : SV_Target0
, out float1 depthColor : SV_Target1
#elif defined(SCENESELECTIONPASS)
, out float4 outColor : SV_Target0
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
FragInputs input = BuildFragInputs(IN);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(IN, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
#ifdef _DEPTHOFFSET_ON
outputDepth = l.outputDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), posInput.positionSS, outNormalBuffer);
#ifdef WRITE_MSAA_DEPTH
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
depthColor = v2f.pos.z;
#endif
#elif defined(WRITE_MSAA_DEPTH) // When we are MSAA depth only without normal buffer
// Due to the binding order of these two render targets, we need to have them both declared
outNormalBuffer = float4(0.0, 0.0, 0.0, 1.0);
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
depthColor = v2f.pos.z;
#elif defined(SCENESELECTIONPASS)
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#endif
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
#pragma editor_sync_compilation
#pragma instancing_options renderinglayer
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma multi_compile _ WRITE_DECAL_BUFFER
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENEPICKINGPASS
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
void Frag( VertexToPixel v2f
#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
, out float4 outColor : SV_Target0
#else
#ifdef WRITE_MSAA_DEPTH
// We need the depth color as SV_Target0 for alpha to coverage
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
// Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS)
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
, out float4 outDecalBuffer : SV_TARGET_DECAL
#endif
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f);
FragInputs input = BuildFragInputs(v2f);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
#ifdef SCENESELECTIONPASS
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#else
#ifdef WRITE_MSAA_DEPTH
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
depthColor = v2p.pos.z;
#ifdef _ALPHATOMASK_ON
// Alpha channel is used for alpha to coverage
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif // alphatomask
#endif // msaa_depth
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
DecalPrepassData decalPrepassData;
// We don't have the right to access SurfaceData in a shaderpass.
// However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway
// Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway)
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
#endif
}
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags
{
"LightMode" = "MotionVectors"
}
// Render State
Cull Back
ZWrite On
Stencil
{
WriteMask [_StencilWriteMaskMV]
Ref [_StencilRefMV]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
Tags
{
"RenderType" = "Opaque" "Queue" = "Geometry" "PreviewType" = "Sphere"
}
Cull [_CullingOption]
ZWrite [_ZWrite]
ZTest [_ZTestMode]
ColorMask [_ColorMask]
Lighting Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ WRITE_MSAA_DEPTH
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ WRITE_NORMAL_BUFFER
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ WRITE_DECAL_BUFFER
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define VARYINGS_NEED_PASS
#define _PASSMOTIONVECTOR 1
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
#if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_NORMAL SV_Target3
#elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
#define SV_TARGET_NORMAL SV_Target2
#else
#define SV_TARGET_NORMAL SV_Target1
#endif
// Caution: Motion vector pass is different from Depth prepass, it render normal buffer last instead of decal buffer last
// and thus, we force a write of 0 if _DISABLE_DECALS so we always write in the decal buffer.
// This is required as we can't make distinction between deferred (write normal buffer) and forward (write normal buffer)
// in the context of the motion vector pass. The cost is acceptable as it is only do object with motion vector (usualy skin object)
// that most of the time use Forward Material (so are already writing motion vector data).
// So note that here unlike for depth prepass we don't check && !defined(_DISABLE_DECALS)
void Frag( VertexToPixel v2f
#ifdef WRITE_MSAA_DEPTH
// We need the depth color as SV_Target0 for alpha to coverage
, out float4 depthColor : SV_Target0
, out float4 outMotionVector : SV_Target1
#ifdef WRITE_DECAL_BUFFER
, out float4 outDecalBuffer : SV_Target2
#endif
#else
// When no MSAA, the motion vector is always the first buffer
, out float4 outMotionVector : SV_Target0
#ifdef WRITE_DECAL_BUFFER
, out float4 outDecalBuffer : SV_Target1
#endif
#endif
// Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS)
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_TARGET_NORMAL
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
FragInputs input = BuildFragInputs(v2f);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
Surface l;
ShaderData d;
GetSurfaceAndBuiltinData(v2f, input, V, posInput, surfaceData, builtinData, l, d
#if NEED_FACING
, facing
#endif
);
#ifdef _DEPTHOFFSET_ON
v2f.motionVectorCS.w += builtinData.depthOffset;
v2f.previousPositionCS.w += builtinData.depthOffset;
#endif
// TODO: How to allow overriden motion vector from GetSurfaceAndBuiltinData ?
float2 motionVector = CalculateMotionVector(v2f.motionVectorCS, v2f.previousPositionCS);
// Convert from Clip space (-1..1) to NDC 0..1 space.
// Note it doesn't mean we don't have negative value, we store negative or positive offset in NDC space.
// Note: ((positionCS * 0.5 + 0.5) - (v2f.previousPositionCS * 0.5 + 0.5)) = (motionVector * 0.5)
EncodeMotionVector(motionVector * 0.5, outMotionVector);
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
// Setting the motionVector to a value more than 2 set as a flag for "force no motion". This is valid because, given that the velocities are in NDC,
// a value of >1 can never happen naturally, unless explicitely set.
if (forceNoMotion)
outMotionVector = float4(2.0, 0.0, 0.0, 0.0);
// Depth and Alpha to coverage
#ifdef WRITE_MSAA_DEPTH
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
depthColor = v2f.pos.z;
#ifdef _ALPHATOMASK_ON
// Alpha channel is used for alpha to coverage
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
// Normal Buffer Processing
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER)
DecalPrepassData decalPrepassData;
// Force a write in decal buffer even if decal is disab. This is a neutral value which have no impact for later pass
#ifdef _DISABLE_DECALS
ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
#else
// We don't have the right to access SurfaceData in a shaderpass.
// However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway
// Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway)
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
#endif
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
outDecalBuffer.w = (GetMeshRenderingLightLayer() & 0x000000FF) / 255.0;
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
Pass
{
Name "FullScreenDebug"
Tags
{
"LightMode" = "FullScreenDebug"
}
// Render State
Cull Back
ZTest LEqual
ZWrite Off
//-------------------------------------------------------------------------------------
// End Render Modes
//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
//#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
//#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
//#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
//#pragma shader_feature_local _ _ENABLE_FOG_ON_TRANSPARENT
//#pragma shader_feature_local _ _DISABLE_DECALS
//#pragma shader_feature_local _ _DISABLE_SSR
//#pragma shader_feature_local _ _DISABLE_SSR_TRANSPARENT
//#pragma shader_feature_local _REFRACTION_OFF _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#define _PASSFULLSCREENDEBUG 1
#pragma shader_feature_local TIMEISCUSTOM_ON
#pragma shader_feature_local ADDITIVECONFIG_ON
#pragma shader_feature_local PREMULTIPLYALPHA_ON
#pragma shader_feature_local PREMULTIPLYCOLOR_ON
#pragma shader_feature_local SPLITRGBA_ON
#pragma shader_feature_local SHAPEADD_ON
#pragma shader_feature_local SHAPE1SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE2SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPE3SCREENUV_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local SHAPEDEBUG_ON
#pragma shader_feature_local SHAPE1CONTRAST_ON
#pragma shader_feature_local SHAPE1DISTORT_ON
#pragma shader_feature_local SHAPE1ROTATE_ON
#pragma shader_feature_local SHAPE1SHAPECOLOR_ON
#pragma shader_feature_local SHAPE2_ON
#pragma shader_feature_local SHAPE2CONTRAST_ON
#pragma shader_feature_local SHAPE2DISTORT_ON
#pragma shader_feature_local SHAPE2ROTATE_ON
#pragma shader_feature_local SHAPE2SHAPECOLOR_ON
#pragma shader_feature_local SHAPE3_ON
#pragma shader_feature_local SHAPE3CONTRAST_ON
#pragma shader_feature_local SHAPE3DISTORT_ON
#pragma shader_feature_local SHAPE3ROTATE_ON
#pragma shader_feature_local SHAPE3SHAPECOLOR_ON
#pragma shader_feature_local GLOW_ON
#pragma shader_feature_local GLOWTEX_ON
#pragma shader_feature_local DEPTHGLOW_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local MASK_ON
#pragma shader_feature_local COLORRAMP_ON
#pragma shader_feature_local COLORRAMPGRAD_ON
#pragma shader_feature_local COLORGRADING_ON
#pragma shader_feature_local HSV_ON
#pragma shader_feature_local POSTERIZE_ON
#pragma shader_feature_local PIXELATE_ON
#pragma shader_feature_local DISTORT_ON
#pragma shader_feature_local SHAKEUV_ON
#pragma shader_feature_local WAVEUV_ON
#pragma shader_feature_local ROUNDWAVEUV_ON
#pragma shader_feature_local TWISTUV_ON
#pragma shader_feature_local DOODLE_ON
#pragma shader_feature_local OFFSETSTREAM_ON
#pragma shader_feature_local TEXTURESCROLL_ON
#pragma shader_feature_local VERTOFFSET_ON
#pragma shader_feature_local RIM_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local BACKFACETINT_ON /////////////////Pipeline specific implementation
#pragma shader_feature_local POLARUV_ON
#pragma shader_feature_local POLARUVDISTORT_ON
#pragma shader_feature_local SHAPE1MASK_ON
#pragma shader_feature_local TRAILWIDTH_ON
#pragma shader_feature_local LIGHTANDSHADOW_ON
#pragma shader_feature_local SHAPETEXOFFSET_ON
#pragma shader_feature_local SHAPEWEIGHTS_ON
#pragma shader_feature_local ALPHACUTOFF_ON
#pragma shader_feature_local ALPHASMOOTHSTEP_ON
#pragma shader_feature_local FADE_ON
#pragma shader_feature_local FADEBURN_ON
#pragma shader_feature_local ALPHAFADE_ON
#pragma shader_feature_local ALPHAFADEUSESHAPE1_ON
#pragma shader_feature_local ALPHAFADEUSEREDCHANNEL_ON
#pragma shader_feature_local ALPHAFADETRANSPARENCYTOO_ON
#pragma shader_feature_local ALPHAFADEINPUTSTREAM_ON
#pragma shader_feature_local CAMDISTFADE_ON
#pragma shader_feature NORMALMAP_ON
#define _HDRP 1
#define REQUIRE_DEPTH_TEXTURE
#pragma vertex Vert
#pragma fragment Frag
// useful conversion functions to make surface shader code just work
#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(tex) TEXTURE2D_ARRAY(tex);
#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
#undef WorldNormalVector
#define WorldNormalVector(data, normal) mul(normal, data.TBNMatrix)
#define UnityObjectToWorldNormal(normal) mul(GetObjectToWorldMatrix(), normal)
#ifndef SHADER_STAGE_FRAGMENT
#if !defined(SHADOW_ULTRA_LOW) && !defined(SHADOW_LOW) && !defined(SHADOW_MEDIUM) && !defined(SHADOW_HIGH) // ultra low come from volumetricLighting.compute
#define SHADOW_MEDIUM
#endif
#if !defined(AREA_SHADOW_LOW) && !defined(AREA_SHADOW_MEDIUM) && !defined(AREA_SHADOW_HIGH) // low come from volumetricLighting.compute
#define AREA_SHADOW_MEDIUM
#endif
#endif
// HDRP Adapter stuff
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#if UNITY_VERSION >= 202239
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
#else
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
#endif
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#define HAVE_RECURSIVE_RENDERING
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_ALPHATEST)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
CBUFFER_START(UnityPerMaterial)
float _UseShadowThreshold;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
half4 _Color;
half _Alpha;
half _AlphaCutoffValue;
half _TimingSeed;
#if TIMEISCUSTOM_ON
float4 globalCustomTime;
#endif
half4 _MainTex_ST, _ShapeColor;
half _ShapeXSpeed, _ShapeYSpeed, _ShapeColorWeight, _ShapeAlphaWeight;
#if SHAPE1CONTRAST_ON
half _ShapeContrast, _ShapeBrightness;
#endif
#if SHAPE1DISTORT_ON
half4 _ShapeDistortTex_ST;
half _ShapeDistortAmount, _ShapeDistortXSpeed, _ShapeDistortYSpeed;
#endif
#if SHAPE1ROTATE_ON
half _ShapeRotationOffset, _ShapeRotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh1;
#endif
#if SHAPEWEIGHTS_ON
half _Sh1BlendOffset;
#endif
#if SHAPE2_ON
half4 _Shape2Tex_ST, _Shape2Color;
half _Shape2XSpeed, _Shape2YSpeed, _Shape2ColorWeight, _Shape2AlphaWeight;
#if SHAPE2CONTRAST_ON
half _Shape2Contrast, _Shape2Brightness;
#endif
#if SHAPE2DISTORT_ON
half4 _Shape2DistortTex_ST;
half _Shape2DistortAmount, _Shape2DistortXSpeed, _Shape2DistortYSpeed;
#endif
#if SHAPE2ROTATE_ON
half _Shape2RotationOffset, _Shape2RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh2;
#endif
#if SHAPEWEIGHTS_ON
half _Sh2BlendOffset;
#endif
#endif
#if SHAPE3_ON
half4 _Shape3Tex_ST, _Shape3Color;
half _Shape3XSpeed, _Shape3YSpeed, _Shape3ColorWeight, _Shape3AlphaWeight;
#if SHAPE3CONTRAST_ON
half _Shape3Contrast, _Shape3Brightness;
#endif
#if SHAPE3DISTORT_ON
half4 _Shape3DistortTex_ST;
half _Shape3DistortAmount, _Shape3DistortXSpeed, _Shape3DistortYSpeed;
#endif
#if SHAPE3ROTATE_ON
half _Shape3RotationOffset, _Shape3RotationSpeed;
#endif
#if OFFSETSTREAM_ON
half _OffsetSh3;
#endif
#if SHAPEWEIGHTS_ON
half _Sh3BlendOffset;
#endif
#endif
#if GLOW_ON
half4 _GlowColor;
half _Glow, _GlowGlobal;
#if GLOWTEX_ON
half4 _GlowTex_ST;
#endif
#endif
#if MASK_ON
half4 _MaskTex_ST;
half _MaskPow;
#endif
#if COLORRAMP_ON
half _ColorRampLuminosity, _ColorRampBlend;
#endif
#if ALPHASMOOTHSTEP_ON
half _AlphaStepMin, _AlphaStepMax;
#endif
#if ALPHAFADE_ON
half _AlphaFadeAmount, _AlphaFadeSmooth, _AlphaFadePow;
#endif
#if HSV_ON
half _HsvShift, _HsvSaturation, _HsvBright;
#endif
#if POSTERIZE_ON
half _PosterizeNumColors;
#endif
#if PIXELATE_ON
half _PixelateSize;
#endif
#if DISTORT_ON
half4 _DistortTex_ST;
half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount;
#endif
#if TEXTURESCROLL_ON
half _TextureScrollXSpeed, _TextureScrollYSpeed;
#endif
#if SHAKEUV_ON
half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY;
#endif
#if WAVEUV_ON
half _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY;
#endif
#if ROUNDWAVEUV_ON
half _RoundWaveStrength, _RoundWaveSpeed;
#endif
#if TWISTUV_ON
half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius;
#endif
#if DOODLE_ON
half _HandDrawnAmount, _HandDrawnSpeed;
#endif
#if ROUNDWAVEUV_ON || PIXELATE_ON
half4 _MainTex_TexelSize;
#endif
#if VERTOFFSET_ON
half4 _VertOffsetTex_ST;
half _VertOffsetAmount, _VertOffsetPower, _VertOffsetTexXSpeed, _VertOffsetTexYSpeed;
#endif
#if FADE_ON
half4 _FadeTex_ST;
half _FadeAmount, _FadeTransition, _FadePower, _FadeScrollXSpeed, _FadeScrollYSpeed;
#if FADEBURN_ON
half4 _FadeBurnColor, _FadeBurnTex_ST;
half _FadeBurnWidth, _FadeBurnGlow;
#endif
#endif
#if COLORGRADING_ON
half3 _ColorGradingLight, _ColorGradingMiddle, _ColorGradingDark;
half _ColorGradingMidPoint;
#endif
#if CAMDISTFADE_ON
half _CamDistFadeStepMin, _CamDistFadeStepMax, _CamDistProximityFade;
#endif
#if RIM_ON
half _RimBias, _RimScale, _RimPower, _RimIntensity, _RimAddAmount, _RimErodesAlpha;
half4 _RimColor;
#endif
#if BACKFACETINT_ON
half4 _BackFaceTint, _FrontFaceTint;
#endif
#if SHAPEDEBUG_ON
half _DebugShape;
#endif
#if SHAPE1MASK_ON
half4 _Shape1MaskTex_ST;
half _Shape1MaskPow;
#endif
#if TRAILWIDTH_ON
half _TrailWidthPower;
#endif
#if LIGHTANDSHADOW_ON
half3 _All1VfxLightDir;
half _ShadowAmount, _ShadowStepMin, _ShadowStepMax, _LightAmount;
half4 _LightColor;
#endif
#if SHAPETEXOFFSET_ON
half _RandomSh1Mult, _RandomSh2Mult, _RandomSh3Mult;
#endif
#if DEPTHGLOW_ON
half _DepthGlowDist, _DepthGlowPow, _DepthGlow, _DepthGlowGlobal;
half4 _DepthGlowColor;
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half _ScreenUvShDistScale,_ScreenUvSh2DistScale, _ScreenUvSh3DistScale;
#endif
#if NORMALMAP_ON
half _NormalStrength;
#endif
CBUFFER_END
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// 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%
float4 vertexColor : COLOR;
// #endif
// #if %EXTRAV2F0REQUIREKEY%
float4 extraV2F0 : TEXCOORD8;
// #endif
// #if %EXTRAV2F1REQUIREKEY%
float4 extraV2F1 : TEXCOORD9;
// #endif
// #if %EXTRAV2F2REQUIREKEY%
float4 extraV2F2 : TEXCOORD10;
// #endif
// #if %EXTRAV2F3REQUIREKEY%
float4 extraV2F3 : TEXCOORD11;
// #endif
// #if %EXTRAV2F4REQUIREKEY%
// float4 extraV2F4 : TEXCOORD12;
// #endif
// #if %EXTRAV2F5REQUIREKEY%
// float4 extraV2F5 : TEXCOORD13;
// #endif
// #if %EXTRAV2F6REQUIREKEY%
// float4 extraV2F6 : TEXCOORD14;
// #endif
// #if %EXTRAV2F7REQUIREKEY%
// float4 extraV2F7 : TEXCOORD15;
// #endif
#if UNITY_ANY_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_ANY_INSTANCING_ENABLED
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
float4 previousPositionCS : TEXCOORD16; // Contain previous transform position (in case of skinning for example)
float4 motionVectorCS : TEXCOORD17;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// 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
}
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
#if SHAPE1DISTORT_ON
TEXTURE2D(_ShapeDistortTex);
SAMPLER(sampler_ShapeDistortTex);
#endif
#if SHAPE2_ON
TEXTURE2D(_Shape2Tex);
SAMPLER(sampler_Shape2Tex);
#if SHAPE2DISTORT_ON
TEXTURE2D(_Shape2DistortTex);
SAMPLER(sampler_Shape2DistortTex);
#endif
#endif
#if SHAPE3_ON
TEXTURE2D(_Shape3Tex);
SAMPLER(sampler_Shape3Tex);
#if SHAPE3DISTORT_ON
TEXTURE2D(_Shape3DistortTex);
SAMPLER(sampler_Shape3DistortTex);
#endif
#endif
#if GLOW_ON
#if GLOWTEX_ON
TEXTURE2D(_GlowTex);
SAMPLER(sampler_GlowTex);
#endif
#endif
#if MASK_ON
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
#endif
#if COLORRAMP_ON
TEXTURE2D(_ColorRampTex);
SAMPLER(sampler_ColorRampTex);
#endif
#if COLORRAMPGRAD_ON
TEXTURE2D(_ColorRampTexGradient);
SAMPLER(sampler_ColorRampTexGradient);
#endif
#if DISTORT_ON
TEXTURE2D(_DistortTex);
SAMPLER(sampler_DistortTex);
#endif
#if VERTOFFSET_ON
TEXTURE2D(_VertOffsetTex);
SAMPLER(sampler_VertOffsetTex);
#endif
#if FADE_ON
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
#if FADEBURN_ON
TEXTURE2D(_FadeBurnTex);
SAMPLER(sampler_FadeBurnTex);
#endif
#endif
#if SHAPE1MASK_ON
TEXTURE2D(_Shape1MaskTex);
SAMPLER(sampler_Shape1MaskTex);
#endif
#if TRAILWIDTH_ON
TEXTURE2D(_TrailWidthGradient);
SAMPLER(sampler_TrailWidthGradient);
#endif
#if NORMALMAP_ON
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
#endif
half4 SampleTextureWithScroll(in Texture2D _tex, in SamplerState _sampler, in float2 uv, in half scrollXSpeed, in half scrollYSpeed, in float time)
{
half2 _uv = uv;
_uv.x += (time * scrollXSpeed) % 1;
_uv.y += (time * scrollYSpeed) % 1;
return SAMPLE_TEXTURE2D(_tex, _sampler, _uv);
}
half EaseOutQuint(half x)
{
return 1 - pow(1 - x, 5);
}
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax)
{
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}
float2 RotateUvs(float2 uv, half rotation, half4 scaleAndTranslate)
{
half2 center = half2(0.5 * scaleAndTranslate.x + scaleAndTranslate.z, 0.5 * scaleAndTranslate.y + scaleAndTranslate.w);
half cosAngle = cos(rotation);
half sinAngle = sin(rotation);
uv -= center;
uv = mul(half2x2(cosAngle, -sinAngle, sinAngle, cosAngle), uv);
uv += center;
return uv;
}
half4 GetDebugColor(float4 resColor, half4 shape1, half4 shape2, half4 shape3)
{
half4 res = resColor;
//MAKE SURE THE FOLLOWING CODE BLOCK IS UNCOMMENTED-------------------------------------------
#if SHAPEDEBUG_ON
if(_DebugShape < 1.5) return shape1;
#if SHAPE2_ON
else if (_DebugShape < 2.5) return shape2;
#endif
#if SHAPE3_ON
else return shape3;
#endif
#endif
return res;
}
void Ext_ModifyVertex0 (inout VertexData v, inout ExtraV2F d)
{
//uvDistTex --> extraV2F0
//uvSh1DistTex --> extraV2F1
//uvSh2DistTex --> extraV2F2
//uvSh3DistTex --> extraV2F3
#if VERTOFFSET_ON
#if TIMEISCUSTOM_ON
const half time = v.texcoord0.z + globalCustomTime.y;
#else
const half time = v.texcoord0.z + _Time.y;
#endif
half4 offsetUv = half4(TRANSFORM_TEX(v.texcoord0.xy, _VertOffsetTex), 0, 0);
offsetUv.x += (time * _VertOffsetTexXSpeed) % 1;
offsetUv.y += (time * _VertOffsetTexYSpeed) % 1;
v.vertex.xyz += v.normal * _VertOffsetAmount * pow(SAMPLE_TEXTURE2D_LOD(_VertOffsetTex, sampler_VertOffsetTex, offsetUv, 0).r, _VertOffsetPower);
#endif
#if DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F0.xy = TRANSFORM_TEX(v.texcoord0.xy, _DistortTex);
#endif
#if SHAPE1DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F1.xy = TRANSFORM_TEX(v.texcoord0.xy, _ShapeDistortTex);
#endif
#if SHAPE2_ON
#if SHAPE2DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F2.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape2DistortTex);;
#endif
#endif
#if SHAPE3_ON
#if SHAPE3DISTORT_ON && !POLARUVDISTORT_ON
d.extraV2F3.xy = TRANSFORM_TEX(v.texcoord0.xy, _Shape3DistortTex);
#endif
#endif
}
void Ext_SurfaceFunction0 (inout Surface o, ShaderData d)
{
//i.uvSeed -> d.texcoord0.xy
float seed = d.texcoord0.z + _TimingSeed;
#if TIMEISCUSTOM_ON
const float4 shaderTime = globalCustomTime;
#else
const float4 shaderTime = _Time;
#endif
float time = shaderTime.y + seed;
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 originalUvs = d.texcoord0.xy;
#endif
#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
#if NORMALMAP_ON
half4 normalSample = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, d.texcoord0.xy);
half3 normalTS = UnpackNormal(normalSample);
normalTS.xy *= _NormalStrength;
o.Normal = normalTS;
#endif
#if TWISTUV_ON
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
#if DOODLE_ON
half2 uvCopy = d.texcoord0.xy;
_HandDrawnSpeed = (floor((shaderTime.x + seed) * 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
#if SHAKEUV_ON
half xShake = sin((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvX;
half yShake = cos((shaderTime.x + seed) * _ShakeUvSpeed * 50) * _ShakeUvY;
d.texcoord0.xy += half2(xShake * 0.012, yShake * 0.01);
#endif
#if WAVEUV_ON
half2 uvWave = half2(_WaveX * _MainTex_ST.x, _WaveY * _MainTex_ST.y) - d.texcoord0.xy;
#if ATLAS_ON
uvWave = half2(_WaveX, _WaveY) - uvRect;
#endif
uvWave.x *= _ScreenParams.x / _ScreenParams.y;
half angWave = (sqrt(dot(uvWave, uvWave)) * _WaveAmount) - ((time * _WaveSpeed) % 360.0);
d.texcoord0.xy = d.texcoord0.xy + normalize(uvWave) * sin(angWave) * (_WaveStrength / 1000.0);
#endif
#if ROUNDWAVEUV_ON
half xWave = ((0.5 * _MainTex_ST.x) - d.texcoord0.x);
half yWave = ((0.5 * _MainTex_ST.y) - d.texcoord0.y) * (_MainTex_TexelSize.w / _MainTex_TexelSize.z);
half ripple = -sqrt(xWave*xWave + yWave* yWave);
d.texcoord0.xy += (sin((ripple + time * (_RoundWaveSpeed/10.0)) / 0.015) * (_RoundWaveStrength/10.0)) % 1;
#endif
#if POLARUV_ON
half2 prePolarUvs = d.texcoord0.xy;
d.texcoord0.xy = d.texcoord0.xy - half2(0.5, 0.5);
d.texcoord0.xy = half2(atan2(d.texcoord0.y, d.texcoord0.x) / (1.0 * 6.28318530718), length(d.texcoord0.xy) * 2.0);
d.texcoord0.xy *= _MainTex_ST.xy;
#endif
#if DISTORT_ON
#if POLARUVDISTORT_ON
half2 distortUvs = TRANSFORM_TEX(d.texcoord0.xy, _DistortTex);
#else
half2 distortUvs = d.extraV2F0.xy;
#endif
distortUvs.x += ((shaderTime.x + seed) * _DistortTexXSpeed) % 1;
distortUvs.y += ((shaderTime.x + seed) * _DistortTexYSpeed) % 1;
#if ATLAS_ON
d.extraV2F0.xy = half2((d.extraV2F0.x - _MinXUV) / (_MaxXUV - _MinXUV), (d.extraV2F0.y - _MinYUV) / (_MaxYUV - _MinYUV));
#endif
half distortAmnt = (SAMPLE_TEXTURE2D(_DistortTex, sampler_DistortTex, distortUvs).r - 0.5) * 0.2 * _DistortAmount;
d.texcoord0.x += distortAmnt;
d.texcoord0.y += distortAmnt;
#endif
#if TEXTURESCROLL_ON
d.texcoord0.x += (time * _TextureScrollXSpeed) % 1;
d.texcoord0.y += (time * _TextureScrollYSpeed) % 1;
#endif
#if TRAILWIDTH_ON
half width = pow(SAMPLE_TEXTURE2D(_TrailWidthGradient, sampler_TrailWidthGradient, d.texcoord0).r, _TrailWidthPower);
d.texcoord0.y = (d.texcoord0.y * 2 - 1) / width * 0.5 + 0.5;
clip(d.texcoord0.y);
clip(1 - d.texcoord0.y);
#endif
float2 shape1Uv = d.texcoord0.xy;
#if SHAPE2_ON
float2 shape2Uv = shape1Uv;
#endif
#if SHAPE3_ON
float2 shape3Uv = shape1Uv;
#endif
#if CAMDISTFADE_ON || SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half camDistance = distance(d.worldSpacePosition, _WorldSpaceCameraPos);
#endif
#if SHAPE1SCREENUV_ON || SHAPE2SCREENUV_ON || SHAPE3SCREENUV_ON
half2 uvOffsetPostFx = d.texcoord0.xy - originalUvs;
d.texcoord0.xy = d.screenPos.xy / d.screenPos.w;
d.texcoord0.x = d.texcoord0.x * (_ScreenParams.x / _ScreenParams.y);
d.texcoord0.x -= 0.5;
d.texcoord0.xy -= uvOffsetPostFx;
originalUvs += uvOffsetPostFx;
half distanceZoom = camDistance * 0.1;
half2 scaleWithDistUvs = d.texcoord0.xy * distanceZoom + ((-distanceZoom * 0.5) + 0.5);
#if SHAPE1SCREENUV_ON
shape1Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvShDistScale);
#else
shape1Uv = originalUvs;
#endif
#if SHAPE2SCREENUV_ON && SHAPE2_ON
shape2Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh2DistScale);
#else
#if SHAPE2_ON
shape2Uv = originalUvs;
#endif
#endif
#if SHAPE3SCREENUV_ON && SHAPE3_ON
shape3Uv = lerp(d.texcoord0.xy, scaleWithDistUvs, _ScreenUvSh3DistScale);
#else
#if SHAPE3_ON
shape3Uv = originalUvs;
#endif
#endif
#endif
shape1Uv = TRANSFORM_TEX(shape1Uv, _MainTex);
#if OFFSETSTREAM_ON
shape1Uv.x += i.offsetCustomData.x * _OffsetSh1;
shape1Uv.y += i.offsetCustomData.y * _OffsetSh1;
#endif
#if SHAPETEXOFFSET_ON
shape1Uv += seed * _RandomSh1Mult;
#endif
#if SHAPE1DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh1DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _ShapeDistortTex);
#else
half2 sh1DistortUvs = d.extraV2F1.xy;
#endif
sh1DistortUvs.x += ((time + seed) * _ShapeDistortXSpeed) % 1;
sh1DistortUvs.y += ((time + seed) * _ShapeDistortYSpeed) % 1;
half distortAmount = (SAMPLE_TEXTURE2D(_ShapeDistortTex, sampler_ShapeDistortTex, sh1DistortUvs).r - 0.5) * 0.2 * _ShapeDistortAmount;
shape1Uv.x += distortAmount;
shape1Uv.y += distortAmount;
#endif
#if SHAPE1ROTATE_ON
shape1Uv = RotateUvs(shape1Uv, _ShapeRotationOffset + ((_ShapeRotationSpeed * time) % 6.28318530718), _MainTex_ST);
#endif
half4 shape1 = SampleTextureWithScroll(_MainTex, sampler_MainTex, shape1Uv, _ShapeXSpeed, _ShapeYSpeed, time);
#if SHAPE1SHAPECOLOR_ON
shape1.a = shape1.r;
shape1.rgb = _ShapeColor.rgb;
#else
shape1 *= _ShapeColor;
#endif
#if SHAPE1CONTRAST_ON
#if SHAPE1SHAPECOLOR_ON
shape1.a = saturate((shape1.a - 0.5) * _ShapeContrast + 0.5 + _ShapeBrightness);
#else
shape1.rgb = max(0, (shape1.rgb - half3(0.5, 0.5, 0.5)) * _ShapeContrast + half3(0.5, 0.5, 0.5) + _ShapeBrightness);
#endif
#endif
half4 shape2 = 1.0;
#if SHAPE2_ON
shape2Uv = TRANSFORM_TEX(shape2Uv, _Shape2Tex);
#if OFFSETSTREAM_ON
shape2Uv.x += i.offsetCustomData.x * _OffsetSh2;
shape2Uv.y += i.offsetCustomData.y * _OffsetSh2;
#endif
#if SHAPETEXOFFSET_ON
shape2Uv += seed * _RandomSh2Mult;
#endif
#if SHAPE2DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh2DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape2DistortTex);
#else
half2 sh2DistortUvs = d.extraV2F2.xy;
#endif
sh2DistortUvs.x += ((time + seed) * _Shape2DistortXSpeed) % 1;
sh2DistortUvs.y += ((time + seed) * _Shape2DistortYSpeed) % 1;
half distortAmnt2 = (SAMPLE_TEXTURE2D(_Shape2DistortTex, sampler_Shape2DistortTex, sh2DistortUvs).r - 0.5) * 0.2 * _Shape2DistortAmount;
shape2Uv.x += distortAmnt2;
shape2Uv.y += distortAmnt2;
#endif
#if SHAPE2ROTATE_ON
shape2Uv = RotateUvs(shape2Uv, _Shape2RotationOffset + ((_Shape2RotationSpeed * time) % 6.28318530718), _Shape2Tex_ST);
#endif
shape2 = SampleTextureWithScroll(_Shape2Tex, sampler_Shape2Tex, shape2Uv, _Shape2XSpeed, _Shape2YSpeed, time);
#if SHAPE2SHAPECOLOR_ON
shape2.a = shape2.r;
shape2.rgb = _Shape2Color.rgb;
#else
shape2 *= _Shape2Color;
#endif
#if SHAPE2CONTRAST_ON
#if SHAPE2SHAPECOLOR_ON
shape2.a = max(0, (shape2.a - 0.5) * _Shape2Contrast + 0.5 + _Shape2Brightness);
#else
shape2.rgb = max(0, (shape2.rgb - half3(0.5, 0.5, 0.5)) * _Shape2Contrast + half3(0.5, 0.5, 0.5) + _Shape2Brightness);
#endif
#endif
#endif
half4 shape3 = 1.0;
#if SHAPE3_ON
shape3Uv = TRANSFORM_TEX(shape3Uv, _Shape3Tex);
#if OFFSETSTREAM_ON
shape3Uv.x += i.offsetCustomData.x * _OffsetSh3;
shape3Uv.y += i.offsetCustomData.y * _OffsetSh3;
#endif
#if SHAPETEXOFFSET_ON
shape3Uv += seed * _RandomSh3Mult;
#endif
#if SHAPE3DISTORT_ON
#if POLARUVDISTORT_ON
half2 sh3DistortUvs = TRANSFORM_TEX(d.texcoord0.xy, _Shape3DistortTex);
#else
half2 sh3DistortUvs = d.extraV2F3.xy;
#endif
sh3DistortUvs.x += ((time + seed) * _Shape3DistortXSpeed) % 1;
sh3DistortUvs.y += ((time + seed) * _Shape3DistortYSpeed) % 1;
half distortAmnt3 = (SAMPLE_TEXTURE2D(_Shape3DistortTex, sampler_Shape3DistortTex, sh3DistortUvs).r - 0.5) * 0.3 * _Shape3DistortAmount;
shape3Uv.x += distortAmnt3;
shape3Uv.y += distortAmnt3;
#endif
#if SHAPE3ROTATE_ON
shape3Uv = RotateUvs(shape3Uv, _Shape3RotationOffset + ((_Shape3RotationSpeed * time) % 6.28318530718), _Shape3Tex_ST);
#endif
shape3 = SampleTextureWithScroll(_Shape3Tex, sampler_Shape3Tex, shape3Uv, _Shape3XSpeed, _Shape3YSpeed, time);
#if SHAPE3SHAPECOLOR_ON
shape3.a = shape3.r;
shape3.rgb = _Shape3Color.rgb;
#else
shape3 *= _Shape3Color;
#endif
#if SHAPE3CONTRAST_ON
#if SHAPE3SHAPECOLOR_ON
shape3.a = max(0, (shape3.a - 0.5) * _Shape3Contrast + 0.5 + _Shape3Brightness);
#else
shape3.rgb = max(0, (shape3.rgb - half3(0.5, 0.5, 0.5)) * _Shape3Contrast + half3(0.5, 0.5, 0.5) + _Shape3Brightness);
#endif
#endif
#endif
half4 col = shape1;
//Mix all shapes pre: change weights if custom vertex effect active
#if SHAPEWEIGHTS_ON
half shapeWeightOffset;
#if SHAPE2_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh1BlendOffset;
_ShapeColorWeight = max(0, _ShapeColorWeight + shapeWeightOffset);
_ShapeAlphaWeight = max(0, _ShapeAlphaWeight + shapeWeightOffset);
shapeWeightOffset = i.offsetCustomData.z * _Sh2BlendOffset;
_Shape2ColorWeight = max(0, _Shape2ColorWeight + shapeWeightOffset);
_Shape2AlphaWeight = max(0, _Shape2AlphaWeight + shapeWeightOffset);
#endif
#if SHAPE3_ON
shapeWeightOffset = i.offsetCustomData.z * _Sh3BlendOffset;
_Shape3ColorWeight = max(0, _Shape3ColorWeight + shapeWeightOffset);
_Shape3AlphaWeight = max(0, _Shape3AlphaWeight + shapeWeightOffset);
#endif
#endif
//Mix all shapes
#if SHAPE2_ON
#if !SPLITRGBA_ON
_ShapeAlphaWeight = _ShapeColorWeight;
_Shape2AlphaWeight = _Shape2ColorWeight;
#endif
#if SHAPE3_ON //Shape3 On
#if !SPLITRGBA_ON
_Shape3AlphaWeight = _Shape3ColorWeight;
#endif
#if SHAPEADD_ON
col.rgb = ((shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight)) + (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(max(shape3.a * _Shape3AlphaWeight, max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight)));
#else
col.rgb = ((shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight)) * (shape3.rgb * _Shape3ColorWeight);
col.a = saturate(((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight)) * (shape3.a * _Shape3AlphaWeight));
#endif
#else //Shape3 Off
#if SHAPEADD_ON
col.rgb = (shape1.rgb * _ShapeColorWeight) + (shape2.rgb * _Shape2ColorWeight);
col.a = saturate(max(shape1.a * _ShapeAlphaWeight, shape2.a * _Shape2AlphaWeight));
#else
col.rgb = (shape1.rgb * _ShapeColorWeight) * (shape2.rgb * _Shape2ColorWeight);
col.a = saturate((shape1.a * _ShapeAlphaWeight) * (shape2.a * _Shape2AlphaWeight));
#endif
#endif
#endif
#if SHAPE1MASK_ON
col = lerp(col, shape1, pow(SAMPLE_TEXTURE2D(_Shape1MaskTex, sampler_Shape1MaskTex, TRANSFORM_TEX(i.uvSeed.xy, _Shape1MaskTex)).r, _Shape1MaskPow));
#endif
#if PREMULTIPLYCOLOR_ON
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
col.a = min(luminance, col.a);
#endif
col.rgb *= _Color.rgb * d.vertexColor.rgb;
#if PREMULTIPLYALPHA_ON
col.rgb *= col.a;
#endif
#if !PREMULTIPLYCOLOR_ON && (COLORRAMP_ON || ALPHAFADE_ON || COLORGRADING_ON || FADE_ON || (ADDITIVECONFIG_ON && (GLOW_ON || DEPTHGLOW_ON)))
half luminance = 0;
luminance = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
luminance *= col.a;
#endif
#if (FADE_ON || ALPHAFADE_ON) && ALPHAFADEINPUTSTREAM_ON
col.a *= d.vertexColor.a;
d.vertexColor.a = d.texcoord0.w;
#endif
#if FADE_ON
half preFadeAlpha = col.a;
_FadeAmount = saturate(_FadeAmount + (1 - d.vertexColor.a));
_FadeTransition = max(0.01, _FadeTransition * EaseOutQuint(saturate(_FadeAmount)));
half2 fadeUv;
fadeUv = d.texcoord0.xy + seed;
fadeUv.x += (time * _FadeScrollXSpeed) % 1;
fadeUv.y += (time * _FadeScrollYSpeed) % 1;
half2 tiledUvFade1 = TRANSFORM_TEX(fadeUv, _FadeTex);
#if ADDITIVECONFIG_ON && !PREMULTIPLYCOLOR_ON
preFadeAlpha *= luminance;
#endif
_FadeAmount = saturate(pow(_FadeAmount, _FadePower));
#if FADEBURN_ON
half2 tiledUvFade2 = TRANSFORM_TEX(fadeUv, _FadeBurnTex);
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
half fadeNaturalEdge = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fadeNaturalEdge;
half fadeBurn = saturate(smoothstep(0.0 , _FadeTransition + _FadeBurnWidth, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
fadeBurn = fadeNaturalEdge - fadeBurn;
_FadeBurnColor.rgb *= _FadeBurnGlow;
col.rgb += fadeBurn * SAMPLE_TEXTURE2D(_FadeBurnTex, sampler_FadeBurnTex, tiledUvFade2).rgb * _FadeBurnColor.rgb * preFadeAlpha;
#else
half fadeSample = SAMPLE_TEXTURE2D(_FadeTex, sampler_FadeTex, tiledUvFade1).r;
float fade = saturate(smoothstep(0.0 , _FadeTransition, RemapFloat(1.0 - _FadeAmount, 0.0, 1.0, -1.0, 1.0) + fadeSample));
col.a *= fade;
#endif
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _FadeAmount;
#endif
#endif
#if ALPHAFADE_ON
half alphaFadeLuminance;
_AlphaFadeAmount = saturate(_AlphaFadeAmount + (1 - d.vertexColor.a));
_AlphaFadeAmount = saturate(pow(_AlphaFadeAmount, _AlphaFadePow));
_AlphaFadeSmooth = max(0.01, _AlphaFadeSmooth * EaseOutQuint(saturate(_AlphaFadeAmount)));
#if ALPHAFADEUSESHAPE1_ON
alphaFadeLuminance = shape1.r;
#else
alphaFadeLuminance = luminance;
#endif
alphaFadeLuminance = saturate(alphaFadeLuminance - 0.001);
#if ALPHAFADEUSEREDCHANNEL_ON
col.a *= col.r;
#endif
col.a = saturate(col.a);
float alphaFade = saturate(smoothstep(0.0 , _AlphaFadeSmooth, RemapFloat(1.0 - _AlphaFadeAmount, 0.0, 1.0, -1.0, 1.0) + alphaFadeLuminance));
col.a *= alphaFade;
#if ALPHAFADETRANSPARENCYTOO_ON
col.a *= 1 - _AlphaFadeAmount;
#endif
#endif
#if BACKFACETINT_ON
col.rgb = lerp(col.rgb * _BackFaceTint, col.rgb * _FrontFaceTint, step(0, dot(d.worldSpaceNormal, d.worldSpaceViewDir)));
#endif
//#if LIGHTANDSHADOW_ON
//half NdL = saturate(dot(d.worldSpaceNormal, -_All1VfxLightDir));
//col.rgb += _LightColor * _LightAmount * NdL;
//NdL = max(_ShadowAmount, NdL);
//NdL = smoothstep(_ShadowStepMin, _ShadowStepMax, NdL);
//col.rgb *= NdL;
//#endif
#if COLORGRADING_ON
col.rgb *= lerp(lerp(_ColorGradingDark, _ColorGradingMiddle, luminance/_ColorGradingMidPoint),
lerp(_ColorGradingMiddle, _ColorGradingLight, (luminance - _ColorGradingMidPoint)/(1.0 - _ColorGradingMidPoint)), step(_ColorGradingMidPoint, luminance));
#endif
#if COLORRAMP_ON
half colorRampLuminance = saturate(luminance + _ColorRampLuminosity);
#if COLORRAMPGRAD_ON
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTexGradient, sampler_ColorRampTexGradient, half2(colorRampLuminance, 0));
#else
half4 colorRampRes = SAMPLE_TEXTURE2D(_ColorRampTex, sampler_ColorRampTex, half2(colorRampLuminance, 0));
#endif
col.rgb = lerp(col.rgb, colorRampRes.rgb, _ColorRampBlend);
col.a = lerp(col.a, saturate(col.a * colorRampRes.a), _ColorRampBlend);
#endif
#if POSTERIZE_ON && !POSTERIZEOUTLINE_ON
col.rgb = floor(col.rgb / (1.0 / _PosterizeNumColors)) * (1.0 / _PosterizeNumColors);
#endif
#if DEPTHGLOW_ON
half sceneDepthDiff = GetLinearEyeDepth(d.screenUV) - d.screenPos.w;
#endif
#if RIM_ON
half NdV = 1 - abs(dot(d.worldSpaceNormal, d.worldSpaceViewDir));
half rimFactor = saturate(_RimBias + _RimScale * pow(NdV, _RimPower));
half4 rimCol = _RimColor * rimFactor;
rimCol.rgb *= _RimIntensity;
col.rgb = lerp(col.rgb * (rimCol.rgb + half3(1,1,1)), col.rgb + rimCol.rgb, _RimAddAmount);
col.a = saturate(col.a * (1 - rimFactor * _RimErodesAlpha));
#endif
#if DEPTHGLOW_ON
half depthGlowMask = saturate(_DepthGlowDist * pow((1 - sceneDepthDiff), _DepthGlowPow));
col.rgb = lerp(col.rgb, _DepthGlowGlobal * col.rgb, depthGlowMask);
half depthGlowMult = 1;
#if ADDITIVECONFIG_ON
depthGlowMult = luminance;
#endif
col.rgb += _DepthGlowColor.rgb * _DepthGlow * depthGlowMask * col.a * depthGlowMult;
#endif
#if GLOW_ON
half glowMask = 1;
#if GLOWTEX_ON
glowMask = SAMPLE_TEXTURE2D(_GlowTex, sampler_GlowTex, TRANSFORM_TEX(d.texcoord0.xy, _GlowTex));
#endif
col.rgb *= _GlowGlobal * glowMask;
half glowMult = 1;
#if ADDITIVECONFIG_ON
glowMult = luminance;
#endif
col.rgb += _GlowColor.rgb * _Glow * glowMask * col.a * glowMult;
#endif
#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
#if CAMDISTFADE_ON
col.a *= 1 - saturate(smoothstep(_CamDistFadeStepMin, _CamDistFadeStepMax, camDistance));
col.a *= smoothstep(0.0, _CamDistProximityFade, camDistance);
#endif
#if MASK_ON
half2 maskUv = d.texcoord0.xy;
#if POLARUV_ON
maskUv = prePolarUvs;
#endif
half4 maskSample = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, TRANSFORM_TEX(maskUv, _MaskTex));
half mask = pow(min(maskSample.r, maskSample.a), _MaskPow);
col.a *= mask;
#endif
#if ALPHASMOOTHSTEP_ON
col.a = smoothstep(_AlphaStepMin, _AlphaStepMax, col.a);
#endif
half4 debugColor = col;
#if SHAPEDEBUG_ON
debugColor = GetDebugColor(col, shape1, shape2, shape3);
#endif
clip(debugColor.a - _AlphaCutoffValue - 0.01);
//#if FOG_ON
//UNITY_APPLY_FOG(i.fogCoord, col);
//#endif
//Don't use a starting i.color.a lower than 1 unless using vertex stream dissolve when using a FADE effect
#if !FADE_ON && !ALPHAFADE_ON
col.a *= _Alpha * d.vertexColor.a;
#endif
#if FADE_ON || ALPHAFADE_ON
col.a *= _Alpha;
#endif
#if ADDITIVECONFIG_ON
col.rgb *= col.a;
#endif
#if SHAPEDEBUG_ON
o.Albedo = debugColor.rgb;
o.Alpha = debugColor.a;
#else
o.Albedo = col.rgb;
o.Alpha = col.a;
#endif
}
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 (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
VertexToPixel Vert(VertexData inputMesh)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Output UV coordinate in vertex shader
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
// OpenGL right now needs to actually use the incoming vertex position
// so we create a fake dependency on it here that haven't any impact.
output.pos = float4(uv * 2.0 - 1.0, inputMesh.vertex.z > 0 ? 1.0e-4 : 0.0, 1.0);
output.worldPos = TransformObjectToWorld(inputMesh.vertex.xyz).xyz;
// Normal is required for triplanar mapping
output.worldNormal = TransformObjectToWorldNormal(inputMesh.normal);
// Not required but assign to silent compiler warning
output.worldTangent = float4(1.0, 0.0, 0.0, 0.0);
output.texcoord0 = inputMesh.texcoord0;
output.texcoord1 = inputMesh.texcoord1;
output.texcoord2 = inputMesh.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = inputMesh.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = inputMesh.vertexColor;
// #endif
return output;
}
#else
#if (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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
VertexToPixel Vert(VertexData input)
{
VertexToPixel output;
ZERO_INITIALIZE(VertexToPixel, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
VertexData previousMesh = input;
#endif
ChainModifyVertex(input, output, _Time);
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.vertex.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normal);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangent.xyz), input.tangent.w);
output.worldPos = GetAbsolutePositionWS(positionRWS);
output.pos = TransformWorldToHClip(positionRWS);
output.worldNormal = normalWS;
output.worldTangent = tangentWS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
// #if %TEXCOORD3REQUIREKEY%
// output.texcoord3 = input.texcoord3;
// #endif
// #if %VERTEXCOLORREQUIREKEY%
output.vertexColor = input.vertexColor;
// #endif
// #if %SCREENPOSREQUIREKEY%
output.screenPos = ComputeScreenPos(output.pos, _ProjectionParams.x);
// #endif
#if _HDRP && (_PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)))
#if !defined(TESSELLATION_ON)
MotionVectorPositionZBias(output);
#endif
output.motionVectorCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS.xyz, 1.0));
// Note: unity_MotionVectorsParams.y is 0 is forceNoMotion is enabled
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
output.previousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0; // Skin or morph target
float3 effectivePositionOS = (hasDeformation ? previousMesh.previousPositionOS : previousMesh.vertex.xyz);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= input.precomputedVelocity;
#endif
previousMesh.vertex = float4(effectivePositionOS, 1);
VertexToPixel dummy = (VertexToPixel)0;
ChainModifyVertex(previousMesh, dummy, _LastTimeParameters);
// we might need this for skinned objects?
//float3 normalWS = TransformPreviousObjectToWorldNormal(input.normal).xyz;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.vertex.xyz);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
if (_TransparentCameraOnlyMotionVectors > 0)
{
previousPositionRWS = positionRWS.xyz;
}
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
output.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif // _HDRP && _PASSMOTIONVECTOR || ((_PASSFORWARD || _PASSUNLIT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR))
return output;
}
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#endif
FragInputs BuildFragInputs(VertexToPixel input)
{
UNITY_SETUP_INSTANCE_ID(input);
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.pos; // input.positionCS is SV_Position
// BETTER SHADERS: because we transform world position into actual world space for things like
// triplanar, etc, we have to back transform it here for lighting
output.positionRWS = GetCameraRelativePositionWS(input.worldPos);
output.tangentToWorld = BuildTangentToWorld(input.worldTangent, input.worldNormal);
output.texCoord0 = input.texcoord0;
output.texCoord1 = input.texcoord1;
output.texCoord2 = input.texcoord2;
return output;
}
#if UNITY_VERSION > UNITY_2022_3_12
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, Surface surfaceDescription, float3 normalTS,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(normalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
#endif
void BuildSurfaceData(FragInputs fragInputs, inout Surface surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
// setup defaults -- these are used if the graph doesn't output a value
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
// copy across graph values, if defined
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
surfaceData.thickness = surfaceDescription.Thickness;
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfileHash);
#if _USESPECULAR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
surfaceData.coatMask = surfaceDescription.CoatMask;
surfaceData.anisotropy = surfaceDescription.Anisotropy;
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = surfaceDescription.ior;
surfaceData.transmittanceColor = surfaceDescription.transmittanceColor;
surfaceData.atDistance = surfaceDescription.atDistance;
surfaceData.transmittanceMask = surfaceDescription.transmittanceMask;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#if defined(_MATERIAL_FEATURE_CLEAR_COAT) || _CLEARCOAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 normalTS = surfaceDescription.Normal;
#if !_WORLDSPACENORMAL
surfaceData.normalWS = mul(surfaceDescription.Normal, fragInputs.tangentToWorld);
#else
normalTS = mul(fragInputs.tangentToWorld, surfaceDescription.Normal);
surfaceData.normalWS = surfaceDescription.Normal;
#endif
#if UNITY_VERSION > UNITY_2022_3_12
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, normalTS, surfaceData);
#else
#ifdef DECAL_NORMAL_BLENDING
#if HAVE_DECALS
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
if (_EnableDecals)
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData, normalTS);
}
#endif
#else
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
}
#endif
#endif
#endif
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
// TODO: need to update mip info
surfaceData.metallic = 0;
}
// We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
void GetSurfaceAndBuiltinData(VertexToPixel m2ps, FragInputs fragInputs, float3 V, inout PositionInputs posInput,
out SurfaceData surfaceData, out BuiltinData builtinData, inout Surface l, inout ShaderData d
#if NEED_FACING
, bool facing
#endif
)
{
// Removed since crossfade does not work, probably needs extra material setup.
//#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
// #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
// LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
// #endif
//#endif
d = CreateShaderData(m2ps
#if NEED_FACING
, facing
#endif
);
l = (Surface)0;
l.Albedo = half3(0.5, 0.5, 0.5);
l.Normal = float3(0,0,1);
l.Occlusion = 1;
l.Alpha = 1;
l.SpecularOcclusion = 1;
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
l.outputDepth = d.clipPos.z;
#endif
ChainSurfaceFunction(l, d);
#if !defined(SHADER_STAGE_RAY_TRACING) && defined(_DEPTHOFFSET_ON)
posInput.deviceDepth = l.outputDepth;
#endif
#if _UNLIT
//l.Emission = l.Albedo;
//l.Albedo = 0;
l.Normal = half3(0,0,1);
l.Occlusion = 1;
l.Metallic = 0;
l.Specular = 0;
#endif
surfaceData.geomNormalWS = d.worldSpaceNormal;
surfaceData.tangentWS = d.worldSpaceTangent;
fragInputs.tangentToWorld = d.TBNMatrix;
float3 bentNormalWS;
BuildSurfaceData(fragInputs, l, V, posInput, surfaceData, bentNormalWS);
float4 lightmapTexCoord1 = fragInputs.texCoord1;
float4 lightmapTexCoord2 = fragInputs.texCoord2;
//#ifdef FRAG_INPUTS_USE_TEXCOORD1
// float4 lightmapTexCoord1 = fragInputs.texCoord1;
// #else
// float4 lightmapTexCoord1 = float4(0,0,0,0);
// #endif
// #ifdef FRAG_INPUTS_USE_TEXCOORD2
// float4 lightmapTexCoord2 = fragInputs.texCoord2;
// #else
// float4 lightmapTexCoord2 = float4(0,0,0,0);
// #endif
InitBuiltinData(posInput, l.Alpha, bentNormalWS, -d.worldSpaceNormal, lightmapTexCoord1, lightmapTexCoord2, builtinData);
builtinData.emissiveColor = l.Emission;
#if defined(_OVERRIDE_BAKEDGI)
builtinData.bakeDiffuseLighting = l.DiffuseGI;
builtinData.backBakeDiffuseLighting = l.BackDiffuseGI;
builtinData.emissiveColor += l.SpecularGI;
#endif
#if defined(_OVERRIDE_SHADOWMASK)
builtinData.shadowMask0 = l.ShadowMask.x;
builtinData.shadowMask1 = l.ShadowMask.y;
builtinData.shadowMask2 = l.ShadowMask.z;
builtinData.shadowMask3 = l.ShadowMask.w;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
//builtinData.vtPackedFeedback = surfaceData.VTPackedFeedback;
#endif
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceData.Distortion;
builtinData.distortionBlur = surfaceData.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
#define DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl"
#if !defined(_DEPTHOFFSET_ON)
[earlydepthstencil] // quad overshading debug mode writes to UAV
#endif
void Frag(VertexToPixel v2f
#if NEED_FACING
, bool facing : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v2f);
FragInputs input = BuildFragInputs(v2f);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz);
#ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW)
{
IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID);
}
#endif
}
ENDHLSL
}
}
CustomEditor "AllIn1VfxLitCustomMaterialEditor"
}