// Made with Amplify Shader Editor v1.9.1.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "vrbnInteriorMappingURP" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector]_offSetMidUV("offSetMidUV", Vector) = (0,0,0,0) [HideInInspector]_multMidUV("multMidUV", Vector) = (1,1,0,0) [ASEBegin]_Interior_Albedo("Interior_Albedo", 2D) = "white" {} _Interior_emission("Interior_emission", 2D) = "white" {} _MidPlane_albedo("MidPlane_albedo", 2D) = "white" {} _MidPlane_emission("MidPlane_emission", 2D) = "white" {} [Toggle(_ENABLEINTERIOR_ON)] _EnableInterior("EnableInterior", Float) = 0 [HideInInspector]_RoomType("RoomType", Float) = 1 [HideInInspector]_Width("Width", Float) = 4 [HideInInspector]_Height("Height", Float) = 3 [HideInInspector]_Depth("Depth", Float) = 4 [HideInInspector]_UvsAspectRatio("UvsAspectRatio", Vector) = (0.245,0.184,1,0) [HideInInspector]_DepthTest("DepthTest", Float) = 0 [HideInInspector]_MidPlaneDepth("MidPlaneDepth", Float) = 0 [HideInInspector]_MidPlaneExtraAdjust("MidPlaneExtraAdjust", Float) = 0 _behindGlass_albedo("behindGlass_albedo", 2D) = "white" {} _behindGlass_emission("behindGlass_emission", 2D) = "white" {} _glasAsset_albedo("glasAsset_albedo", 2D) = "white" {} _glasAsset_mrmao("glasAsset_mrmao", 2D) = "white" {} _glasAsset_normal("glasAsset_normal", 2D) = "bump" {} _frontOfGlass_albedo("frontOfGlass_albedo", 2D) = "white" {} _frontOfGlass_emission("frontOfGlass_emission", 2D) = "white" {} _frontOfGlass_mrmao("frontOfGlass_mrmao", 2D) = "white" {} _frontOfGlass_normal("frontOfGlass_normal", 2D) = "bump" {} _emissionMultiplierTexture("emissionMultiplierTexture", 2D) = "white" {} [ASEEnd]_emissionMultiplier("emissionMultiplier", Float) = 0 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } Cull Back ZWrite On ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 5.0 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 110000 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #include "customFunctionShader/VrbnTransformUVs.hlsl" #include "customFunctionShader/raycastingTangent.hlsl" #include "customFunctionShader/customTangent.hlsl" #include "customFunctionShader/MidPlaneVrbnTransformUVs.hlsl" #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #pragma multi_compile __ _ENABLEINTERIOR_ON #pragma multi_compile_local __ _ENABLEINTERIOR_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_tangent : TANGENT; float3 ase_normal : NORMAL; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float3 _UvsAspectRatio; float2 _offSetMidUV; float2 _multMidUV; float _Width; float _Height; float _Depth; float _DepthTest; float _MidPlaneDepth; float _MidPlaneExtraAdjust; float _RoomType; float _emissionMultiplier; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_Interior_Albedo); SAMPLER(sampler_Interior_Albedo); TEXTURE2D(_MidPlane_albedo); SAMPLER(sampler_MidPlane_albedo); TEXTURE2D(_MidPlane_emission); SAMPLER(sampler_MidPlane_emission); TEXTURE2D(_behindGlass_albedo); SAMPLER(sampler_behindGlass_albedo); TEXTURE2D(_glasAsset_albedo); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_frontOfGlass_albedo); TEXTURE2D(_glasAsset_normal); TEXTURE2D(_frontOfGlass_normal); TEXTURE2D(_frontOfGlass_mrmao); TEXTURE2D(_Interior_emission); SAMPLER(sampler_Interior_emission); TEXTURE2D(_behindGlass_emission); SAMPLER(sampler_behindGlass_emission); TEXTURE2D(_frontOfGlass_emission); TEXTURE2D(_emissionMultiplierTexture); SAMPLER(sampler_emissionMultiplierTexture); TEXTURE2D(_glasAsset_mrmao); float3 MidPlanealbedointerpolator75_g259( float3 colorA, float3 colorB, float distA, float distB, float alpha ) { float3 result = colorA; if (distB < distA) result =lerp(colorA,colorB,alpha); return result; } float3 MidPlaneEmissioninterpolator77_g259( float3 colorA, float3 colorB, float distA, float distB, float alpha ) { float3 result = colorA; if (distB < distA) result =lerp(colorA,colorB,alpha); return result; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_texcoord7.xy = v.ase_texcoord6.xy; o.ase_tangent = v.ase_tangent; o.ase_normal = v.ase_normal; o.ase_texcoord7.zw = v.ase_texcoord5.xy; o.ase_texcoord8.xy = v.ase_texcoord4.xy; o.ase_texcoord8.zw = v.texcoord.xy; o.ase_texcoord9.xy = v.ase_texcoord3.xy; o.ase_texcoord9.zw = v.ase_texcoord7.xy; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); #endif #if !defined(LIGHTMAP_ON) OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord; o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(positionCS); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord = v.texcoord; o.ase_texcoord6 = v.ase_texcoord6; o.ase_texcoord5 = v.ase_texcoord5; o.ase_texcoord4 = v.ase_texcoord4; o.ase_texcoord3 = v.ase_texcoord3; o.ase_texcoord7 = v.ase_texcoord7; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.ase_texcoord6 = patch[0].ase_texcoord6 * bary.x + patch[1].ase_texcoord6 * bary.y + patch[2].ase_texcoord6 * bary.z; o.ase_texcoord5 = patch[0].ase_texcoord5 * bary.x + patch[1].ase_texcoord5 * bary.y + patch[2].ase_texcoord5 * bary.z; o.ase_texcoord4 = patch[0].ase_texcoord4 * bary.x + patch[1].ase_texcoord4 * bary.y + patch[2].ase_texcoord4 * bary.z; o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z; o.ase_texcoord7 = patch[0].ase_texcoord7 * bary.x + patch[1].ase_texcoord7 * bary.y + patch[2].ase_texcoord7 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 temp_output_167_0_g259 = IN.ase_texcoord7.xy; float localgetVrbnTransformUVs4_g260 = ( 0.0 ); float localDecodeuvs6_g260 = ( 0.0 ); float localraycastingTangent9_g260 = ( 0.0 ); float2 uvs9_g260 = ( float3( temp_output_167_0_g259 , 0.0 ) / _UvsAspectRatio ).xy; float3 normalWS9_g260 = WorldNormal; float3 localgetViewDirTangent20_g260 = ( float3( 0,0,0 ) ); float3 tangentOS20_g260 = IN.ase_tangent.xyz; float3 normalOS20_g260 = IN.ase_normal; float3 worldToObjDir62_g260 = mul( GetWorldToObjectMatrix(), float4( ( WorldViewDirection * 1.0 ), 0 ) ).xyz; float3 cameraVectorOS20_g260 = worldToObjDir62_g260; float3 normalWS20_g260 = WorldNormal; float widht20_g260 = _Width; float height20_g260 = _Height; float temp_output_15_0_g260 = _Depth; float depthPosition20_g260 = temp_output_15_0_g260; float3 inVector20_g260 = float3( 0,0,0 ); getViewDirTangent_float( tangentOS20_g260 , normalOS20_g260 , cameraVectorOS20_g260 , normalWS20_g260 , widht20_g260 , height20_g260 , depthPosition20_g260 , inVector20_g260 ); float3 viewDirTangent9_g260 = ( inVector20_g260 * float3(-1,-1,-1) ); float depthFactor9_g260 = _DepthTest; float roomSize9_g260 = temp_output_15_0_g260; float midPlaneDepth9_g260 = _MidPlaneDepth; float extra9_g260 = _MidPlaneExtraAdjust; float3 pos9_g260 = float3( 0,0,0 ); float distance9_g260 = 0.0; float2 midPlanePos9_g260 = float2( 0,0 ); float midPlaneDist9_g260 = 0.0; raycastingTangent_float( uvs9_g260 , normalWS9_g260 , viewDirTangent9_g260 , depthFactor9_g260 , roomSize9_g260 , midPlaneDepth9_g260 , extra9_g260 , pos9_g260 , distance9_g260 , midPlanePos9_g260 , midPlaneDist9_g260 ); float3 v6_g260 = pos9_g260; float2 uv6_g260 = float2( 0,0 ); float faceIndex6_g260 = 0; { float3 vAbs = abs(v6_g260); float ma; if(vAbs.z >= vAbs.x && vAbs.z >= vAbs.y) { faceIndex6_g260 = v6_g260.z < 0.0 ? 5.0 : 4.0; ma = 0.5 / vAbs.z; uv6_g260 = float2(v6_g260.z < 0.0 ? -v6_g260.x : v6_g260.x, -v6_g260.y); } else if(vAbs.y >= vAbs.x) { faceIndex6_g260 = v6_g260.y < 0.0 ? 3.0 : 2.0; ma = 0.5 / vAbs.y; uv6_g260 = float2(v6_g260.x, v6_g260.y < 0.0 ? -v6_g260.z : v6_g260.z); } else { faceIndex6_g260 = v6_g260.x < 0.0 ? 1.0 : 0.0; ma = 0.5 / vAbs.x; uv6_g260 = float2(v6_g260.x < 0.0 ? v6_g260.z : -v6_g260.z, -v6_g260.y); } uv6_g260 = uv6_g260 * ma + 0.5; } float2 uv4_g260 = uv6_g260; float faceId4_g260 = faceIndex6_g260; float temp_output_5_0_g260 = _RoomType; float roomType4_g260 = temp_output_5_0_g260; float roomColorCode4_g260 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, IN.ase_texcoord7.xy ).a; float2 outUV4_g260 = float2( 0,0 ); getVrbnTransformUVs_float( uv4_g260 , faceId4_g260 , roomType4_g260 , roomColorCode4_g260 , outUV4_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch101_g259 = outUV4_g260; #else float2 staticSwitch101_g259 = temp_output_167_0_g259; #endif float4 tex2DNode49_g259 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, staticSwitch101_g259 ); float localgetMidPlaneVrbnTransformUVs63_g260 = ( 0.0 ); float2 uv63_g260 = ( ( midPlanePos9_g260 + _offSetMidUV ) * _multMidUV ); float roomType63_g260 = temp_output_5_0_g260; float roomColorCode63_g260 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, IN.ase_texcoord7.zw ).a; float2 outUV63_g260 = float2( 0,0 ); getMidPlaneVrbnTransformUVs_float( uv63_g260 , roomType63_g260 , roomColorCode63_g260 , outUV63_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch104_g259 = outUV63_g260; #else float2 staticSwitch104_g259 = IN.ase_texcoord7.zw; #endif float4 tex2DNode61_g259 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, staticSwitch104_g259 ); float4 tex2DNode62_g259 = SAMPLE_TEXTURE2D( _MidPlane_emission, sampler_MidPlane_emission, staticSwitch104_g259 ); float4 lerpResult107_g259 = lerp( tex2DNode49_g259 , tex2DNode61_g259 , tex2DNode62_g259.a); float3 colorA75_g259 = tex2DNode49_g259.rgb; float3 colorB75_g259 = tex2DNode61_g259.rgb; float temp_output_246_1_g259 = distance9_g260; float distA75_g259 = temp_output_246_1_g259; float temp_output_246_3_g259 = midPlaneDist9_g260; float distB75_g259 = temp_output_246_3_g259; float alpha75_g259 = tex2DNode62_g259.a; float3 localMidPlanealbedointerpolator75_g259 = MidPlanealbedointerpolator75_g259( colorA75_g259 , colorB75_g259 , distA75_g259 , distB75_g259 , alpha75_g259 ); #ifdef _ENABLEINTERIOR_ON float4 staticSwitch105_g259 = float4( localMidPlanealbedointerpolator75_g259 , 0.0 ); #else float4 staticSwitch105_g259 = lerpResult107_g259; #endif float4 tex2DNode18 = SAMPLE_TEXTURE2D( _behindGlass_albedo, sampler_behindGlass_albedo, IN.ase_texcoord8.xy ); float4 lerpResult11 = lerp( staticSwitch105_g259 , tex2DNode18 , tex2DNode18.a); float4 tex2DNode19 = SAMPLE_TEXTURE2D( _glasAsset_albedo, sampler_Linear_Repeat, IN.ase_texcoord8.zw ); float4 lerpResult13 = lerp( lerpResult11 , tex2DNode19 , tex2DNode19.a); float4 tex2DNode43 = SAMPLE_TEXTURE2D( _frontOfGlass_albedo, sampler_Linear_Repeat, IN.ase_texcoord9.xy ); float4 lerpResult40 = lerp( lerpResult13 , tex2DNode43 , tex2DNode43.a); float4 color27 = IsGammaSpace() ? float4(0,0,1,1) : float4(0,0,1,1); float3 tex2DNode25 = UnpackNormalScale( SAMPLE_TEXTURE2D( _glasAsset_normal, sampler_Linear_Repeat, IN.ase_texcoord8.zw ), 1.0f ); float3 appendResult29 = (float3(tex2DNode25.r , -tex2DNode25.g , tex2DNode25.b)); float4 lerpResult26 = lerp( color27 , float4( appendResult29 , 0.0 ) , 0.01); float3 tex2DNode46 = UnpackNormalScale( SAMPLE_TEXTURE2D( _frontOfGlass_normal, sampler_Linear_Repeat, IN.ase_texcoord9.xy ), 1.0f ); float3 appendResult31 = (float3(tex2DNode46.r , -tex2DNode46.g , tex2DNode46.b)); float4 tex2DNode45 = SAMPLE_TEXTURE2D( _frontOfGlass_mrmao, sampler_Linear_Repeat, IN.ase_texcoord9.xy ); float4 lerpResult37 = lerp( lerpResult26 , float4( appendResult31 , 0.0 ) , tex2DNode45.a); float4 tex2DNode46_g259 = SAMPLE_TEXTURE2D( _Interior_emission, sampler_Interior_emission, staticSwitch101_g259 ); float4 lerpResult108_g259 = lerp( tex2DNode46_g259 , tex2DNode62_g259 , tex2DNode62_g259.a); float3 colorA77_g259 = tex2DNode46_g259.rgb; float3 colorB77_g259 = tex2DNode62_g259.rgb; float distA77_g259 = temp_output_246_1_g259; float distB77_g259 = temp_output_246_3_g259; float alpha77_g259 = tex2DNode62_g259.a; float3 localMidPlaneEmissioninterpolator77_g259 = MidPlaneEmissioninterpolator77_g259( colorA77_g259 , colorB77_g259 , distA77_g259 , distB77_g259 , alpha77_g259 ); #ifdef _ENABLEINTERIOR_ON float4 staticSwitch106_g259 = float4( localMidPlaneEmissioninterpolator77_g259 , 0.0 ); #else float4 staticSwitch106_g259 = lerpResult108_g259; #endif float4 lerpResult17 = lerp( staticSwitch106_g259 , SAMPLE_TEXTURE2D( _behindGlass_emission, sampler_behindGlass_emission, IN.ase_texcoord8.xy ) , tex2DNode18.a); float4 lerpResult12 = lerp( lerpResult17 , SAMPLE_TEXTURE2D( _frontOfGlass_emission, sampler_Linear_Repeat, IN.ase_texcoord9.xy ) , tex2DNode43.a); float4 tex2DNode24 = SAMPLE_TEXTURE2D( _glasAsset_mrmao, sampler_Linear_Repeat, IN.ase_texcoord8.zw ); float lerpResult14 = lerp( tex2DNode24.r , tex2DNode45.r , tex2DNode43.a); float lerpResult15 = lerp( ( 1.0 - tex2DNode24.g ) , ( 1.0 - tex2DNode45.g ) , tex2DNode43.a); float lerpResult41 = lerp( 1.0 , tex2DNode45.b , tex2DNode43.a); float3 BaseColor = lerpResult40.rgb; float3 Normal = lerpResult37.rgb; float3 Emission = ( lerpResult12 * _emissionMultiplier * SAMPLE_TEXTURE2D( _emissionMultiplierTexture, sampler_emissionMultiplierTexture, IN.ase_texcoord9.zw ) ).rgb; float3 Specular = 0.5; float Metallic = lerpResult14; float Smoothness = lerpResult15; float Occlusion = lerpResult41; float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); half4 color = UniversalFragmentPBR( inputData, BaseColor, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha); #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; color.rgb += BaseColor * mainTransmission; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; color.rgb += BaseColor * transmission; } #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += BaseColor * mainTranslucency * strength; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 lightDir = light.direction + inputData.normalWS * normal; half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += BaseColor * translucency * strength; } #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 110000 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float3 _UvsAspectRatio; float2 _offSetMidUV; float2 _multMidUV; float _Width; float _Height; float _Depth; float _DepthTest; float _MidPlaneDepth; float _MidPlaneExtraAdjust; float _RoomType; float _emissionMultiplier; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 _LightDirection; #if ASE_SRP_VERSION >= 110000 float3 _LightPosition; #endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); #if ASE_SRP_VERSION >= 110000 #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); #endif #else float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 110000 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float3 _UvsAspectRatio; float2 _offSetMidUV; float2 _multMidUV; float _Width; float _Height; float _Depth; float _DepthTest; float _MidPlaneDepth; float _MidPlaneExtraAdjust; float _RoomType; float _emissionMultiplier; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 110000 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_META #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "customFunctionShader/VrbnTransformUVs.hlsl" #include "customFunctionShader/raycastingTangent.hlsl" #include "customFunctionShader/customTangent.hlsl" #include "customFunctionShader/MidPlaneVrbnTransformUVs.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma multi_compile __ _ENABLEINTERIOR_ON #pragma multi_compile_local __ _ENABLEINTERIOR_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord6 : TEXCOORD6; float4 ase_tangent : TANGENT; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_tangent : TANGENT; float3 ase_normal : NORMAL; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float3 _UvsAspectRatio; float2 _offSetMidUV; float2 _multMidUV; float _Width; float _Height; float _Depth; float _DepthTest; float _MidPlaneDepth; float _MidPlaneExtraAdjust; float _RoomType; float _emissionMultiplier; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_Interior_Albedo); SAMPLER(sampler_Interior_Albedo); TEXTURE2D(_MidPlane_albedo); SAMPLER(sampler_MidPlane_albedo); TEXTURE2D(_MidPlane_emission); SAMPLER(sampler_MidPlane_emission); TEXTURE2D(_behindGlass_albedo); SAMPLER(sampler_behindGlass_albedo); TEXTURE2D(_glasAsset_albedo); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_frontOfGlass_albedo); TEXTURE2D(_Interior_emission); SAMPLER(sampler_Interior_emission); TEXTURE2D(_behindGlass_emission); SAMPLER(sampler_behindGlass_emission); TEXTURE2D(_frontOfGlass_emission); TEXTURE2D(_emissionMultiplierTexture); SAMPLER(sampler_emissionMultiplierTexture); float3 MidPlanealbedointerpolator75_g259( float3 colorA, float3 colorB, float distA, float distB, float alpha ) { float3 result = colorA; if (distB < distA) result =lerp(colorA,colorB,alpha); return result; } float3 MidPlaneEmissioninterpolator77_g259( float3 colorA, float3 colorB, float distA, float distB, float alpha ) { float3 result = colorA; if (distB < distA) result =lerp(colorA,colorB,alpha); return result; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord3.xyz = ase_worldNormal; o.ase_texcoord2.xy = v.ase_texcoord6.xy; o.ase_tangent = v.ase_tangent; o.ase_normal = v.ase_normal; o.ase_texcoord2.zw = v.ase_texcoord5.xy; o.ase_texcoord4.xy = v.ase_texcoord4.xy; o.ase_texcoord4.zw = v.ase_texcoord.xy; o.ase_texcoord5.xy = v.ase_texcoord3.xy; o.ase_texcoord5.zw = v.ase_texcoord7.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord6 : TEXCOORD6; float4 ase_tangent : TANGENT; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_texcoord6 = v.ase_texcoord6; o.ase_tangent = v.ase_tangent; o.ase_texcoord5 = v.ase_texcoord5; o.ase_texcoord4 = v.ase_texcoord4; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord3 = v.ase_texcoord3; o.ase_texcoord7 = v.ase_texcoord7; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_texcoord6 = patch[0].ase_texcoord6 * bary.x + patch[1].ase_texcoord6 * bary.y + patch[2].ase_texcoord6 * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.ase_texcoord5 = patch[0].ase_texcoord5 * bary.x + patch[1].ase_texcoord5 * bary.y + patch[2].ase_texcoord5 * bary.z; o.ase_texcoord4 = patch[0].ase_texcoord4 * bary.x + patch[1].ase_texcoord4 * bary.y + patch[2].ase_texcoord4 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z; o.ase_texcoord7 = patch[0].ase_texcoord7 * bary.x + patch[1].ase_texcoord7 * bary.y + patch[2].ase_texcoord7 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 temp_output_167_0_g259 = IN.ase_texcoord2.xy; float localgetVrbnTransformUVs4_g260 = ( 0.0 ); float localDecodeuvs6_g260 = ( 0.0 ); float localraycastingTangent9_g260 = ( 0.0 ); float2 uvs9_g260 = ( float3( temp_output_167_0_g259 , 0.0 ) / _UvsAspectRatio ).xy; float3 ase_worldNormal = IN.ase_texcoord3.xyz; float3 normalWS9_g260 = ase_worldNormal; float3 localgetViewDirTangent20_g260 = ( float3( 0,0,0 ) ); float3 tangentOS20_g260 = IN.ase_tangent.xyz; float3 normalOS20_g260 = IN.ase_normal; float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldToObjDir62_g260 = mul( GetWorldToObjectMatrix(), float4( ( ase_worldViewDir * 1.0 ), 0 ) ).xyz; float3 cameraVectorOS20_g260 = worldToObjDir62_g260; float3 normalWS20_g260 = ase_worldNormal; float widht20_g260 = _Width; float height20_g260 = _Height; float temp_output_15_0_g260 = _Depth; float depthPosition20_g260 = temp_output_15_0_g260; float3 inVector20_g260 = float3( 0,0,0 ); getViewDirTangent_float( tangentOS20_g260 , normalOS20_g260 , cameraVectorOS20_g260 , normalWS20_g260 , widht20_g260 , height20_g260 , depthPosition20_g260 , inVector20_g260 ); float3 viewDirTangent9_g260 = ( inVector20_g260 * float3(-1,-1,-1) ); float depthFactor9_g260 = _DepthTest; float roomSize9_g260 = temp_output_15_0_g260; float midPlaneDepth9_g260 = _MidPlaneDepth; float extra9_g260 = _MidPlaneExtraAdjust; float3 pos9_g260 = float3( 0,0,0 ); float distance9_g260 = 0.0; float2 midPlanePos9_g260 = float2( 0,0 ); float midPlaneDist9_g260 = 0.0; raycastingTangent_float( uvs9_g260 , normalWS9_g260 , viewDirTangent9_g260 , depthFactor9_g260 , roomSize9_g260 , midPlaneDepth9_g260 , extra9_g260 , pos9_g260 , distance9_g260 , midPlanePos9_g260 , midPlaneDist9_g260 ); float3 v6_g260 = pos9_g260; float2 uv6_g260 = float2( 0,0 ); float faceIndex6_g260 = 0; { float3 vAbs = abs(v6_g260); float ma; if(vAbs.z >= vAbs.x && vAbs.z >= vAbs.y) { faceIndex6_g260 = v6_g260.z < 0.0 ? 5.0 : 4.0; ma = 0.5 / vAbs.z; uv6_g260 = float2(v6_g260.z < 0.0 ? -v6_g260.x : v6_g260.x, -v6_g260.y); } else if(vAbs.y >= vAbs.x) { faceIndex6_g260 = v6_g260.y < 0.0 ? 3.0 : 2.0; ma = 0.5 / vAbs.y; uv6_g260 = float2(v6_g260.x, v6_g260.y < 0.0 ? -v6_g260.z : v6_g260.z); } else { faceIndex6_g260 = v6_g260.x < 0.0 ? 1.0 : 0.0; ma = 0.5 / vAbs.x; uv6_g260 = float2(v6_g260.x < 0.0 ? v6_g260.z : -v6_g260.z, -v6_g260.y); } uv6_g260 = uv6_g260 * ma + 0.5; } float2 uv4_g260 = uv6_g260; float faceId4_g260 = faceIndex6_g260; float temp_output_5_0_g260 = _RoomType; float roomType4_g260 = temp_output_5_0_g260; float roomColorCode4_g260 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, IN.ase_texcoord2.xy ).a; float2 outUV4_g260 = float2( 0,0 ); getVrbnTransformUVs_float( uv4_g260 , faceId4_g260 , roomType4_g260 , roomColorCode4_g260 , outUV4_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch101_g259 = outUV4_g260; #else float2 staticSwitch101_g259 = temp_output_167_0_g259; #endif float4 tex2DNode49_g259 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, staticSwitch101_g259 ); float localgetMidPlaneVrbnTransformUVs63_g260 = ( 0.0 ); float2 uv63_g260 = ( ( midPlanePos9_g260 + _offSetMidUV ) * _multMidUV ); float roomType63_g260 = temp_output_5_0_g260; float roomColorCode63_g260 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, IN.ase_texcoord2.zw ).a; float2 outUV63_g260 = float2( 0,0 ); getMidPlaneVrbnTransformUVs_float( uv63_g260 , roomType63_g260 , roomColorCode63_g260 , outUV63_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch104_g259 = outUV63_g260; #else float2 staticSwitch104_g259 = IN.ase_texcoord2.zw; #endif float4 tex2DNode61_g259 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, staticSwitch104_g259 ); float4 tex2DNode62_g259 = SAMPLE_TEXTURE2D( _MidPlane_emission, sampler_MidPlane_emission, staticSwitch104_g259 ); float4 lerpResult107_g259 = lerp( tex2DNode49_g259 , tex2DNode61_g259 , tex2DNode62_g259.a); float3 colorA75_g259 = tex2DNode49_g259.rgb; float3 colorB75_g259 = tex2DNode61_g259.rgb; float temp_output_246_1_g259 = distance9_g260; float distA75_g259 = temp_output_246_1_g259; float temp_output_246_3_g259 = midPlaneDist9_g260; float distB75_g259 = temp_output_246_3_g259; float alpha75_g259 = tex2DNode62_g259.a; float3 localMidPlanealbedointerpolator75_g259 = MidPlanealbedointerpolator75_g259( colorA75_g259 , colorB75_g259 , distA75_g259 , distB75_g259 , alpha75_g259 ); #ifdef _ENABLEINTERIOR_ON float4 staticSwitch105_g259 = float4( localMidPlanealbedointerpolator75_g259 , 0.0 ); #else float4 staticSwitch105_g259 = lerpResult107_g259; #endif float4 tex2DNode18 = SAMPLE_TEXTURE2D( _behindGlass_albedo, sampler_behindGlass_albedo, IN.ase_texcoord4.xy ); float4 lerpResult11 = lerp( staticSwitch105_g259 , tex2DNode18 , tex2DNode18.a); float4 tex2DNode19 = SAMPLE_TEXTURE2D( _glasAsset_albedo, sampler_Linear_Repeat, IN.ase_texcoord4.zw ); float4 lerpResult13 = lerp( lerpResult11 , tex2DNode19 , tex2DNode19.a); float4 tex2DNode43 = SAMPLE_TEXTURE2D( _frontOfGlass_albedo, sampler_Linear_Repeat, IN.ase_texcoord5.xy ); float4 lerpResult40 = lerp( lerpResult13 , tex2DNode43 , tex2DNode43.a); float4 tex2DNode46_g259 = SAMPLE_TEXTURE2D( _Interior_emission, sampler_Interior_emission, staticSwitch101_g259 ); float4 lerpResult108_g259 = lerp( tex2DNode46_g259 , tex2DNode62_g259 , tex2DNode62_g259.a); float3 colorA77_g259 = tex2DNode46_g259.rgb; float3 colorB77_g259 = tex2DNode62_g259.rgb; float distA77_g259 = temp_output_246_1_g259; float distB77_g259 = temp_output_246_3_g259; float alpha77_g259 = tex2DNode62_g259.a; float3 localMidPlaneEmissioninterpolator77_g259 = MidPlaneEmissioninterpolator77_g259( colorA77_g259 , colorB77_g259 , distA77_g259 , distB77_g259 , alpha77_g259 ); #ifdef _ENABLEINTERIOR_ON float4 staticSwitch106_g259 = float4( localMidPlaneEmissioninterpolator77_g259 , 0.0 ); #else float4 staticSwitch106_g259 = lerpResult108_g259; #endif float4 lerpResult17 = lerp( staticSwitch106_g259 , SAMPLE_TEXTURE2D( _behindGlass_emission, sampler_behindGlass_emission, IN.ase_texcoord4.xy ) , tex2DNode18.a); float4 lerpResult12 = lerp( lerpResult17 , SAMPLE_TEXTURE2D( _frontOfGlass_emission, sampler_Linear_Repeat, IN.ase_texcoord5.xy ) , tex2DNode43.a); float3 BaseColor = lerpResult40.rgb; float3 Emission = ( lerpResult12 * _emissionMultiplier * SAMPLE_TEXTURE2D( _emissionMultiplierTexture, sampler_emissionMultiplierTexture, IN.ase_texcoord5.zw ) ).rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; return MetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 110000 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_2D #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "customFunctionShader/VrbnTransformUVs.hlsl" #include "customFunctionShader/raycastingTangent.hlsl" #include "customFunctionShader/customTangent.hlsl" #include "customFunctionShader/MidPlaneVrbnTransformUVs.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma multi_compile __ _ENABLEINTERIOR_ON #pragma multi_compile_local __ _ENABLEINTERIOR_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord6 : TEXCOORD6; float4 ase_tangent : TANGENT; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_tangent : TANGENT; float3 ase_normal : NORMAL; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float3 _UvsAspectRatio; float2 _offSetMidUV; float2 _multMidUV; float _Width; float _Height; float _Depth; float _DepthTest; float _MidPlaneDepth; float _MidPlaneExtraAdjust; float _RoomType; float _emissionMultiplier; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_Interior_Albedo); SAMPLER(sampler_Interior_Albedo); TEXTURE2D(_MidPlane_albedo); SAMPLER(sampler_MidPlane_albedo); TEXTURE2D(_MidPlane_emission); SAMPLER(sampler_MidPlane_emission); TEXTURE2D(_behindGlass_albedo); SAMPLER(sampler_behindGlass_albedo); TEXTURE2D(_glasAsset_albedo); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_frontOfGlass_albedo); float3 MidPlanealbedointerpolator75_g259( float3 colorA, float3 colorB, float distA, float distB, float alpha ) { float3 result = colorA; if (distB < distA) result =lerp(colorA,colorB,alpha); return result; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord3.xyz = ase_worldNormal; o.ase_texcoord2.xy = v.ase_texcoord6.xy; o.ase_tangent = v.ase_tangent; o.ase_normal = v.ase_normal; o.ase_texcoord2.zw = v.ase_texcoord5.xy; o.ase_texcoord4.xy = v.ase_texcoord4.xy; o.ase_texcoord4.zw = v.ase_texcoord.xy; o.ase_texcoord5.xy = v.ase_texcoord3.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.w = 0; o.ase_texcoord5.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord6 : TEXCOORD6; float4 ase_tangent : TANGENT; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord6 = v.ase_texcoord6; o.ase_tangent = v.ase_tangent; o.ase_texcoord5 = v.ase_texcoord5; o.ase_texcoord4 = v.ase_texcoord4; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord6 = patch[0].ase_texcoord6 * bary.x + patch[1].ase_texcoord6 * bary.y + patch[2].ase_texcoord6 * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.ase_texcoord5 = patch[0].ase_texcoord5 * bary.x + patch[1].ase_texcoord5 * bary.y + patch[2].ase_texcoord5 * bary.z; o.ase_texcoord4 = patch[0].ase_texcoord4 * bary.x + patch[1].ase_texcoord4 * bary.y + patch[2].ase_texcoord4 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 temp_output_167_0_g259 = IN.ase_texcoord2.xy; float localgetVrbnTransformUVs4_g260 = ( 0.0 ); float localDecodeuvs6_g260 = ( 0.0 ); float localraycastingTangent9_g260 = ( 0.0 ); float2 uvs9_g260 = ( float3( temp_output_167_0_g259 , 0.0 ) / _UvsAspectRatio ).xy; float3 ase_worldNormal = IN.ase_texcoord3.xyz; float3 normalWS9_g260 = ase_worldNormal; float3 localgetViewDirTangent20_g260 = ( float3( 0,0,0 ) ); float3 tangentOS20_g260 = IN.ase_tangent.xyz; float3 normalOS20_g260 = IN.ase_normal; float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldToObjDir62_g260 = mul( GetWorldToObjectMatrix(), float4( ( ase_worldViewDir * 1.0 ), 0 ) ).xyz; float3 cameraVectorOS20_g260 = worldToObjDir62_g260; float3 normalWS20_g260 = ase_worldNormal; float widht20_g260 = _Width; float height20_g260 = _Height; float temp_output_15_0_g260 = _Depth; float depthPosition20_g260 = temp_output_15_0_g260; float3 inVector20_g260 = float3( 0,0,0 ); getViewDirTangent_float( tangentOS20_g260 , normalOS20_g260 , cameraVectorOS20_g260 , normalWS20_g260 , widht20_g260 , height20_g260 , depthPosition20_g260 , inVector20_g260 ); float3 viewDirTangent9_g260 = ( inVector20_g260 * float3(-1,-1,-1) ); float depthFactor9_g260 = _DepthTest; float roomSize9_g260 = temp_output_15_0_g260; float midPlaneDepth9_g260 = _MidPlaneDepth; float extra9_g260 = _MidPlaneExtraAdjust; float3 pos9_g260 = float3( 0,0,0 ); float distance9_g260 = 0.0; float2 midPlanePos9_g260 = float2( 0,0 ); float midPlaneDist9_g260 = 0.0; raycastingTangent_float( uvs9_g260 , normalWS9_g260 , viewDirTangent9_g260 , depthFactor9_g260 , roomSize9_g260 , midPlaneDepth9_g260 , extra9_g260 , pos9_g260 , distance9_g260 , midPlanePos9_g260 , midPlaneDist9_g260 ); float3 v6_g260 = pos9_g260; float2 uv6_g260 = float2( 0,0 ); float faceIndex6_g260 = 0; { float3 vAbs = abs(v6_g260); float ma; if(vAbs.z >= vAbs.x && vAbs.z >= vAbs.y) { faceIndex6_g260 = v6_g260.z < 0.0 ? 5.0 : 4.0; ma = 0.5 / vAbs.z; uv6_g260 = float2(v6_g260.z < 0.0 ? -v6_g260.x : v6_g260.x, -v6_g260.y); } else if(vAbs.y >= vAbs.x) { faceIndex6_g260 = v6_g260.y < 0.0 ? 3.0 : 2.0; ma = 0.5 / vAbs.y; uv6_g260 = float2(v6_g260.x, v6_g260.y < 0.0 ? -v6_g260.z : v6_g260.z); } else { faceIndex6_g260 = v6_g260.x < 0.0 ? 1.0 : 0.0; ma = 0.5 / vAbs.x; uv6_g260 = float2(v6_g260.x < 0.0 ? v6_g260.z : -v6_g260.z, -v6_g260.y); } uv6_g260 = uv6_g260 * ma + 0.5; } float2 uv4_g260 = uv6_g260; float faceId4_g260 = faceIndex6_g260; float temp_output_5_0_g260 = _RoomType; float roomType4_g260 = temp_output_5_0_g260; float roomColorCode4_g260 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, IN.ase_texcoord2.xy ).a; float2 outUV4_g260 = float2( 0,0 ); getVrbnTransformUVs_float( uv4_g260 , faceId4_g260 , roomType4_g260 , roomColorCode4_g260 , outUV4_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch101_g259 = outUV4_g260; #else float2 staticSwitch101_g259 = temp_output_167_0_g259; #endif float4 tex2DNode49_g259 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, staticSwitch101_g259 ); float localgetMidPlaneVrbnTransformUVs63_g260 = ( 0.0 ); float2 uv63_g260 = ( ( midPlanePos9_g260 + _offSetMidUV ) * _multMidUV ); float roomType63_g260 = temp_output_5_0_g260; float roomColorCode63_g260 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, IN.ase_texcoord2.zw ).a; float2 outUV63_g260 = float2( 0,0 ); getMidPlaneVrbnTransformUVs_float( uv63_g260 , roomType63_g260 , roomColorCode63_g260 , outUV63_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch104_g259 = outUV63_g260; #else float2 staticSwitch104_g259 = IN.ase_texcoord2.zw; #endif float4 tex2DNode61_g259 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, staticSwitch104_g259 ); float4 tex2DNode62_g259 = SAMPLE_TEXTURE2D( _MidPlane_emission, sampler_MidPlane_emission, staticSwitch104_g259 ); float4 lerpResult107_g259 = lerp( tex2DNode49_g259 , tex2DNode61_g259 , tex2DNode62_g259.a); float3 colorA75_g259 = tex2DNode49_g259.rgb; float3 colorB75_g259 = tex2DNode61_g259.rgb; float temp_output_246_1_g259 = distance9_g260; float distA75_g259 = temp_output_246_1_g259; float temp_output_246_3_g259 = midPlaneDist9_g260; float distB75_g259 = temp_output_246_3_g259; float alpha75_g259 = tex2DNode62_g259.a; float3 localMidPlanealbedointerpolator75_g259 = MidPlanealbedointerpolator75_g259( colorA75_g259 , colorB75_g259 , distA75_g259 , distB75_g259 , alpha75_g259 ); #ifdef _ENABLEINTERIOR_ON float4 staticSwitch105_g259 = float4( localMidPlanealbedointerpolator75_g259 , 0.0 ); #else float4 staticSwitch105_g259 = lerpResult107_g259; #endif float4 tex2DNode18 = SAMPLE_TEXTURE2D( _behindGlass_albedo, sampler_behindGlass_albedo, IN.ase_texcoord4.xy ); float4 lerpResult11 = lerp( staticSwitch105_g259 , tex2DNode18 , tex2DNode18.a); float4 tex2DNode19 = SAMPLE_TEXTURE2D( _glasAsset_albedo, sampler_Linear_Repeat, IN.ase_texcoord4.zw ); float4 lerpResult13 = lerp( lerpResult11 , tex2DNode19 , tex2DNode19.a); float4 tex2DNode43 = SAMPLE_TEXTURE2D( _frontOfGlass_albedo, sampler_Linear_Repeat, IN.ase_texcoord5.xy ); float4 lerpResult40 = lerp( lerpResult13 , tex2DNode43 , tex2DNode43.a); float3 BaseColor = lerpResult40.rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 110000 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float3 worldNormal : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float3 _UvsAspectRatio; float2 _offSetMidUV; float2 _multMidUV; float _Width; float _Height; float _Depth; float _DepthTest; float _MidPlaneDepth; float _MidPlaneExtraAdjust; float _RoomType; float _emissionMultiplier; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldNormal( v.ase_normal ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.worldNormal = normalWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if ASE_SRP_VERSION >= 110000 return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0); #elif ASE_SRP_VERSION >= 100900 return float4(PackNormalOctRectEncode(normalize(IN.worldNormal)), 0.0, 0.0); #else return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 110000 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_GBUFFER #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #include "customFunctionShader/VrbnTransformUVs.hlsl" #include "customFunctionShader/raycastingTangent.hlsl" #include "customFunctionShader/customTangent.hlsl" #include "customFunctionShader/MidPlaneVrbnTransformUVs.hlsl" #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #pragma multi_compile __ _ENABLEINTERIOR_ON #pragma multi_compile_local __ _ENABLEINTERIOR_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_tangent : TANGENT; float3 ase_normal : NORMAL; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float3 _UvsAspectRatio; float2 _offSetMidUV; float2 _multMidUV; float _Width; float _Height; float _Depth; float _DepthTest; float _MidPlaneDepth; float _MidPlaneExtraAdjust; float _RoomType; float _emissionMultiplier; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_Interior_Albedo); SAMPLER(sampler_Interior_Albedo); TEXTURE2D(_MidPlane_albedo); SAMPLER(sampler_MidPlane_albedo); TEXTURE2D(_MidPlane_emission); SAMPLER(sampler_MidPlane_emission); TEXTURE2D(_behindGlass_albedo); SAMPLER(sampler_behindGlass_albedo); TEXTURE2D(_glasAsset_albedo); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_frontOfGlass_albedo); TEXTURE2D(_glasAsset_normal); TEXTURE2D(_frontOfGlass_normal); TEXTURE2D(_frontOfGlass_mrmao); TEXTURE2D(_Interior_emission); SAMPLER(sampler_Interior_emission); TEXTURE2D(_behindGlass_emission); SAMPLER(sampler_behindGlass_emission); TEXTURE2D(_frontOfGlass_emission); TEXTURE2D(_emissionMultiplierTexture); SAMPLER(sampler_emissionMultiplierTexture); TEXTURE2D(_glasAsset_mrmao); #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" float3 MidPlanealbedointerpolator75_g259( float3 colorA, float3 colorB, float distA, float distB, float alpha ) { float3 result = colorA; if (distB < distA) result =lerp(colorA,colorB,alpha); return result; } float3 MidPlaneEmissioninterpolator77_g259( float3 colorA, float3 colorB, float distA, float distB, float alpha ) { float3 result = colorA; if (distB < distA) result =lerp(colorA,colorB,alpha); return result; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_texcoord7.xy = v.ase_texcoord6.xy; o.ase_tangent = v.ase_tangent; o.ase_normal = v.ase_normal; o.ase_texcoord7.zw = v.ase_texcoord5.xy; o.ase_texcoord8.xy = v.ase_texcoord4.xy; o.ase_texcoord8.zw = v.texcoord.xy; o.ase_texcoord9.xy = v.ase_texcoord3.xy; o.ase_texcoord9.zw = v.ase_texcoord7.xy; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); #if !defined(LIGHTMAP_ON) OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord; o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(positionCS); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord = v.texcoord; o.ase_texcoord6 = v.ase_texcoord6; o.ase_texcoord5 = v.ase_texcoord5; o.ase_texcoord4 = v.ase_texcoord4; o.ase_texcoord3 = v.ase_texcoord3; o.ase_texcoord7 = v.ase_texcoord7; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.ase_texcoord6 = patch[0].ase_texcoord6 * bary.x + patch[1].ase_texcoord6 * bary.y + patch[2].ase_texcoord6 * bary.z; o.ase_texcoord5 = patch[0].ase_texcoord5 * bary.x + patch[1].ase_texcoord5 * bary.y + patch[2].ase_texcoord5 * bary.z; o.ase_texcoord4 = patch[0].ase_texcoord4 * bary.x + patch[1].ase_texcoord4 * bary.y + patch[2].ase_texcoord4 * bary.z; o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z; o.ase_texcoord7 = patch[0].ase_texcoord7 * bary.x + patch[1].ase_texcoord7 * bary.y + patch[2].ase_texcoord7 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif FragmentOutput frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #else ShadowCoords = float4(0, 0, 0, 0); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 temp_output_167_0_g259 = IN.ase_texcoord7.xy; float localgetVrbnTransformUVs4_g260 = ( 0.0 ); float localDecodeuvs6_g260 = ( 0.0 ); float localraycastingTangent9_g260 = ( 0.0 ); float2 uvs9_g260 = ( float3( temp_output_167_0_g259 , 0.0 ) / _UvsAspectRatio ).xy; float3 normalWS9_g260 = WorldNormal; float3 localgetViewDirTangent20_g260 = ( float3( 0,0,0 ) ); float3 tangentOS20_g260 = IN.ase_tangent.xyz; float3 normalOS20_g260 = IN.ase_normal; float3 worldToObjDir62_g260 = mul( GetWorldToObjectMatrix(), float4( ( WorldViewDirection * 1.0 ), 0 ) ).xyz; float3 cameraVectorOS20_g260 = worldToObjDir62_g260; float3 normalWS20_g260 = WorldNormal; float widht20_g260 = _Width; float height20_g260 = _Height; float temp_output_15_0_g260 = _Depth; float depthPosition20_g260 = temp_output_15_0_g260; float3 inVector20_g260 = float3( 0,0,0 ); getViewDirTangent_float( tangentOS20_g260 , normalOS20_g260 , cameraVectorOS20_g260 , normalWS20_g260 , widht20_g260 , height20_g260 , depthPosition20_g260 , inVector20_g260 ); float3 viewDirTangent9_g260 = ( inVector20_g260 * float3(-1,-1,-1) ); float depthFactor9_g260 = _DepthTest; float roomSize9_g260 = temp_output_15_0_g260; float midPlaneDepth9_g260 = _MidPlaneDepth; float extra9_g260 = _MidPlaneExtraAdjust; float3 pos9_g260 = float3( 0,0,0 ); float distance9_g260 = 0.0; float2 midPlanePos9_g260 = float2( 0,0 ); float midPlaneDist9_g260 = 0.0; raycastingTangent_float( uvs9_g260 , normalWS9_g260 , viewDirTangent9_g260 , depthFactor9_g260 , roomSize9_g260 , midPlaneDepth9_g260 , extra9_g260 , pos9_g260 , distance9_g260 , midPlanePos9_g260 , midPlaneDist9_g260 ); float3 v6_g260 = pos9_g260; float2 uv6_g260 = float2( 0,0 ); float faceIndex6_g260 = 0; { float3 vAbs = abs(v6_g260); float ma; if(vAbs.z >= vAbs.x && vAbs.z >= vAbs.y) { faceIndex6_g260 = v6_g260.z < 0.0 ? 5.0 : 4.0; ma = 0.5 / vAbs.z; uv6_g260 = float2(v6_g260.z < 0.0 ? -v6_g260.x : v6_g260.x, -v6_g260.y); } else if(vAbs.y >= vAbs.x) { faceIndex6_g260 = v6_g260.y < 0.0 ? 3.0 : 2.0; ma = 0.5 / vAbs.y; uv6_g260 = float2(v6_g260.x, v6_g260.y < 0.0 ? -v6_g260.z : v6_g260.z); } else { faceIndex6_g260 = v6_g260.x < 0.0 ? 1.0 : 0.0; ma = 0.5 / vAbs.x; uv6_g260 = float2(v6_g260.x < 0.0 ? v6_g260.z : -v6_g260.z, -v6_g260.y); } uv6_g260 = uv6_g260 * ma + 0.5; } float2 uv4_g260 = uv6_g260; float faceId4_g260 = faceIndex6_g260; float temp_output_5_0_g260 = _RoomType; float roomType4_g260 = temp_output_5_0_g260; float roomColorCode4_g260 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, IN.ase_texcoord7.xy ).a; float2 outUV4_g260 = float2( 0,0 ); getVrbnTransformUVs_float( uv4_g260 , faceId4_g260 , roomType4_g260 , roomColorCode4_g260 , outUV4_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch101_g259 = outUV4_g260; #else float2 staticSwitch101_g259 = temp_output_167_0_g259; #endif float4 tex2DNode49_g259 = SAMPLE_TEXTURE2D( _Interior_Albedo, sampler_Interior_Albedo, staticSwitch101_g259 ); float localgetMidPlaneVrbnTransformUVs63_g260 = ( 0.0 ); float2 uv63_g260 = ( ( midPlanePos9_g260 + _offSetMidUV ) * _multMidUV ); float roomType63_g260 = temp_output_5_0_g260; float roomColorCode63_g260 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, IN.ase_texcoord7.zw ).a; float2 outUV63_g260 = float2( 0,0 ); getMidPlaneVrbnTransformUVs_float( uv63_g260 , roomType63_g260 , roomColorCode63_g260 , outUV63_g260 ); #ifdef _ENABLEINTERIOR_ON float2 staticSwitch104_g259 = outUV63_g260; #else float2 staticSwitch104_g259 = IN.ase_texcoord7.zw; #endif float4 tex2DNode61_g259 = SAMPLE_TEXTURE2D( _MidPlane_albedo, sampler_MidPlane_albedo, staticSwitch104_g259 ); float4 tex2DNode62_g259 = SAMPLE_TEXTURE2D( _MidPlane_emission, sampler_MidPlane_emission, staticSwitch104_g259 ); float4 lerpResult107_g259 = lerp( tex2DNode49_g259 , tex2DNode61_g259 , tex2DNode62_g259.a); float3 colorA75_g259 = tex2DNode49_g259.rgb; float3 colorB75_g259 = tex2DNode61_g259.rgb; float temp_output_246_1_g259 = distance9_g260; float distA75_g259 = temp_output_246_1_g259; float temp_output_246_3_g259 = midPlaneDist9_g260; float distB75_g259 = temp_output_246_3_g259; float alpha75_g259 = tex2DNode62_g259.a; float3 localMidPlanealbedointerpolator75_g259 = MidPlanealbedointerpolator75_g259( colorA75_g259 , colorB75_g259 , distA75_g259 , distB75_g259 , alpha75_g259 ); #ifdef _ENABLEINTERIOR_ON float4 staticSwitch105_g259 = float4( localMidPlanealbedointerpolator75_g259 , 0.0 ); #else float4 staticSwitch105_g259 = lerpResult107_g259; #endif float4 tex2DNode18 = SAMPLE_TEXTURE2D( _behindGlass_albedo, sampler_behindGlass_albedo, IN.ase_texcoord8.xy ); float4 lerpResult11 = lerp( staticSwitch105_g259 , tex2DNode18 , tex2DNode18.a); float4 tex2DNode19 = SAMPLE_TEXTURE2D( _glasAsset_albedo, sampler_Linear_Repeat, IN.ase_texcoord8.zw ); float4 lerpResult13 = lerp( lerpResult11 , tex2DNode19 , tex2DNode19.a); float4 tex2DNode43 = SAMPLE_TEXTURE2D( _frontOfGlass_albedo, sampler_Linear_Repeat, IN.ase_texcoord9.xy ); float4 lerpResult40 = lerp( lerpResult13 , tex2DNode43 , tex2DNode43.a); float4 color27 = IsGammaSpace() ? float4(0,0,1,1) : float4(0,0,1,1); float3 tex2DNode25 = UnpackNormalScale( SAMPLE_TEXTURE2D( _glasAsset_normal, sampler_Linear_Repeat, IN.ase_texcoord8.zw ), 1.0f ); float3 appendResult29 = (float3(tex2DNode25.r , -tex2DNode25.g , tex2DNode25.b)); float4 lerpResult26 = lerp( color27 , float4( appendResult29 , 0.0 ) , 0.01); float3 tex2DNode46 = UnpackNormalScale( SAMPLE_TEXTURE2D( _frontOfGlass_normal, sampler_Linear_Repeat, IN.ase_texcoord9.xy ), 1.0f ); float3 appendResult31 = (float3(tex2DNode46.r , -tex2DNode46.g , tex2DNode46.b)); float4 tex2DNode45 = SAMPLE_TEXTURE2D( _frontOfGlass_mrmao, sampler_Linear_Repeat, IN.ase_texcoord9.xy ); float4 lerpResult37 = lerp( lerpResult26 , float4( appendResult31 , 0.0 ) , tex2DNode45.a); float4 tex2DNode46_g259 = SAMPLE_TEXTURE2D( _Interior_emission, sampler_Interior_emission, staticSwitch101_g259 ); float4 lerpResult108_g259 = lerp( tex2DNode46_g259 , tex2DNode62_g259 , tex2DNode62_g259.a); float3 colorA77_g259 = tex2DNode46_g259.rgb; float3 colorB77_g259 = tex2DNode62_g259.rgb; float distA77_g259 = temp_output_246_1_g259; float distB77_g259 = temp_output_246_3_g259; float alpha77_g259 = tex2DNode62_g259.a; float3 localMidPlaneEmissioninterpolator77_g259 = MidPlaneEmissioninterpolator77_g259( colorA77_g259 , colorB77_g259 , distA77_g259 , distB77_g259 , alpha77_g259 ); #ifdef _ENABLEINTERIOR_ON float4 staticSwitch106_g259 = float4( localMidPlaneEmissioninterpolator77_g259 , 0.0 ); #else float4 staticSwitch106_g259 = lerpResult108_g259; #endif float4 lerpResult17 = lerp( staticSwitch106_g259 , SAMPLE_TEXTURE2D( _behindGlass_emission, sampler_behindGlass_emission, IN.ase_texcoord8.xy ) , tex2DNode18.a); float4 lerpResult12 = lerp( lerpResult17 , SAMPLE_TEXTURE2D( _frontOfGlass_emission, sampler_Linear_Repeat, IN.ase_texcoord9.xy ) , tex2DNode43.a); float4 tex2DNode24 = SAMPLE_TEXTURE2D( _glasAsset_mrmao, sampler_Linear_Repeat, IN.ase_texcoord8.zw ); float lerpResult14 = lerp( tex2DNode24.r , tex2DNode45.r , tex2DNode43.a); float lerpResult15 = lerp( ( 1.0 - tex2DNode24.g ) , ( 1.0 - tex2DNode45.g ) , tex2DNode43.a); float lerpResult41 = lerp( 1.0 , tex2DNode45.b , tex2DNode43.a); float3 BaseColor = lerpResult40.rgb; float3 Normal = lerpResult37.rgb; float3 Emission = ( lerpResult12 * _emissionMultiplier * SAMPLE_TEXTURE2D( _emissionMultiplierTexture, sampler_emissionMultiplierTexture, IN.ase_texcoord9.zw ) ).rgb; float3 Specular = 0.5; float Metallic = lerpResult14; float Smoothness = lerpResult15; float Occlusion = lerpResult41; float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #ifdef ASE_FOG inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif BRDFData brdfData; InitializeBRDFData( BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); half4 color; color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif 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