// Made with Amplify Shader Editor v1.9.1.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Knife/Particle Channel Packed Unlit" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [ASEBegin]_Rows("Rows", Float) = 4 _Columns("Columns", Float) = 4 _Color("Color", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} [Toggle(_MAINTEXSMOOTHSTEP_ON)] _MainTexSmoothstep("MainTexSmoothstep", Float) = 0 _MainSoftnessMin("MainSoftnessMin", Range( 0 , 1)) = 0 _MainSoftnessMax("MainSoftnessMax", Range( 0 , 1)) = 1 _DepthSoftness("DepthSoftness", Float) = 1 [Toggle(_ALPHADISSOLVE_ON)] _AlphaDissolve("AlphaDissolve", Float) = 0 [HDR]_Emission("Emission", Color) = (0,0,0,0) [Toggle(_EMISSIONDISSOLVE_ON)] _EmissionDissolve("EmissionDissolve", Float) = 0 _EmissionTex("EmissionTex", 2D) = "white" {} _EmissionSpeed("EmissionSpeed", Vector) = (0,0,0,0) _EmissionSoftness1("EmissionSoftness1", Range( 0 , 1)) = 0 _EmissionSoftness2("EmissionSoftness2", Range( 0 , 1)) = 0 [Toggle(_FINALALPHASMOOTHSTEP_ON)] _FinalAlphaSmoothstep("FinalAlphaSmoothstep", Float) = 0 _FinalAlphaSmoothstepMin("FinalAlphaSmoothstepMin", Range( 0 , 1)) = 0 _FinalAlphaSmoothstepMax("FinalAlphaSmoothstepMax", Range( 0 , 1)) = 1 [Toggle(_EMISSIONALPHA_ON)] _EmissionAlpha("EmissionAlpha", Float) = 0 [Toggle(_FINALEMISSIONSMOOTHSTEP_ON)] _FinalEmissionSmoothstep("FinalEmissionSmoothstep", Float) = 0 _FinalEmissionSmoothstepMin("FinalEmissionSmoothstepMin", Range( 0 , 1)) = 0 _FinalEmissionSmoothstepMax("FinalEmissionSmoothstepMax", Range( 0 , 1)) = 1 _EmissionSubValue("EmissionSubValue", Range( 0 , 1)) = 0 [ASEEnd][Toggle(_ALPHAEMISSIONDISSOLVESUB_ON)] _AlphaEmissionDissolveSub("Alpha Emission Dissolve Sub", Float) = 0 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } Cull Back AlphaToMask Off HLSLINCLUDE #pragma target 3.5 #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"="UniversalForwardOnly" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma shader_feature _ _SAMPLE_GI #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_ON #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON #pragma shader_feature _FINALALPHASMOOTHSTEP_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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 #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_color : COLOR; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _Emission; float4 _EmissionTex_ST; float2 _EmissionSpeed; float _EmissionSoftness1; float _EmissionSoftness2; float _DepthSoftness; float _Columns; float _Rows; float _MainSoftnessMin; float _MainSoftnessMax; float _EmissionSubValue; float _FinalEmissionSmoothstepMin; float _FinalEmissionSmoothstepMax; float _FinalAlphaSmoothstepMin; float _FinalAlphaSmoothstepMax; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; 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); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord4 = screenPos; o.ase_color = v.ase_color; o.ase_texcoord3 = v.ase_texcoord; #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 #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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 float4 texCoord170 = IN.ase_texcoord3; texCoord170.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_1 = (_EmissionSoftness1).xxxx; float4 temp_cast_2 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord3.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex); float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 )); float4 screenPos = IN.ase_texcoord4; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); float depthFadeAlpha163 = clampResult146; float4 texCoord3 = IN.ase_texcoord3; texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float AnimFrame4 = round( texCoord3.z ); float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles98 = columns135 * rows136; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; // Speed of animation float fbspeed98 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); // Multiply Offset X by coloffset float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; // Multiply Offset Y by rowoffset float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; // UV Offset float2 fboffset98 = float2(fboffsetx98, fboffsety98); // Flipbook UV half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; // *** END Flipbook UV Animation vars *** float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_3 = (_MainSoftnessMin).xxxx; float4 temp_cast_4 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1); #ifdef _MAINTEXSMOOTHSTEP_ON float4 staticSwitch236 = smoothstepResult233; #else float4 staticSwitch236 = tex2DNode1; #endif float4 break152 = staticSwitch236; float Frames126 = temp_output_18_0; float temp_output_133_0 = ( Frames126 - 1.0 ); float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); float lerp156 = smoothstepResult23; float lerpResult20 = lerp( break152.r , break152.g , lerp156); float Frames243 = ( Frames126 * 2.0 ); float temp_output_123_0 = ( Frames243 - 1.0 ); float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); float lerp257 = smoothstepResult24; float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); float Frames344 = ( Frames126 * 3.0 ); float temp_output_124_0 = ( Frames344 - 1.0 ); float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); float lerp358 = smoothstepResult25; float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); #ifdef _ALPHADISSOLVE_ON float staticSwitch159 = ( _Color.a * clampResult166 ); #else float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_5 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); #ifdef _EMISSIONDISSOLVE_ON float4 staticSwitch177 = ( _Emission * clampResult197 ); #else float4 staticSwitch177 = ( _Emission * texCoord170.w ); #endif float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); #ifdef _FINALEMISSIONSMOOTHSTEP_ON float staticSwitch278 = smoothstepResult258; #else float staticSwitch278 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch277 = smoothstepResult252; #else float staticSwitch277 = finalAlpha248; #endif float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277)); float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = temp_output_275_0.xyz; float Alpha = (temp_output_275_0).w; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(IN.clipPos, Color); #endif #if defined(_ALPHAPREMULTIPLY_ON) Color *= Alpha; #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #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.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_ON #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON #pragma shader_feature _FINALALPHASMOOTHSTEP_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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_color : COLOR; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _Emission; float4 _EmissionTex_ST; float2 _EmissionSpeed; float _EmissionSoftness1; float _EmissionSoftness2; float _DepthSoftness; float _Columns; float _Rows; float _MainSoftnessMin; float _MainSoftnessMax; float _EmissionSubValue; float _FinalEmissionSmoothstepMin; float _FinalEmissionSmoothstepMax; float _FinalAlphaSmoothstepMin; float _FinalAlphaSmoothstepMax; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; 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); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord3 = screenPos; o.ase_color = v.ase_color; o.ase_texcoord2 = v.ase_texcoord; #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 = TransformWorldToHClip( positionWS ); #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 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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 float4 texCoord170 = IN.ase_texcoord2; texCoord170.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_1 = (_EmissionSoftness1).xxxx; float4 temp_cast_2 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord2.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex); float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 )); float4 screenPos = IN.ase_texcoord3; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); float depthFadeAlpha163 = clampResult146; float4 texCoord3 = IN.ase_texcoord2; texCoord3.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float AnimFrame4 = round( texCoord3.z ); float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles98 = columns135 * rows136; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; // Speed of animation float fbspeed98 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); // Multiply Offset X by coloffset float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; // Multiply Offset Y by rowoffset float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; // UV Offset float2 fboffset98 = float2(fboffsetx98, fboffsety98); // Flipbook UV half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; // *** END Flipbook UV Animation vars *** float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_3 = (_MainSoftnessMin).xxxx; float4 temp_cast_4 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1); #ifdef _MAINTEXSMOOTHSTEP_ON float4 staticSwitch236 = smoothstepResult233; #else float4 staticSwitch236 = tex2DNode1; #endif float4 break152 = staticSwitch236; float Frames126 = temp_output_18_0; float temp_output_133_0 = ( Frames126 - 1.0 ); float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); float lerp156 = smoothstepResult23; float lerpResult20 = lerp( break152.r , break152.g , lerp156); float Frames243 = ( Frames126 * 2.0 ); float temp_output_123_0 = ( Frames243 - 1.0 ); float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); float lerp257 = smoothstepResult24; float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); float Frames344 = ( Frames126 * 3.0 ); float temp_output_124_0 = ( Frames344 - 1.0 ); float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); float lerp358 = smoothstepResult25; float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); #ifdef _ALPHADISSOLVE_ON float staticSwitch159 = ( _Color.a * clampResult166 ); #else float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_5 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); #ifdef _EMISSIONDISSOLVE_ON float4 staticSwitch177 = ( _Emission * clampResult197 ); #else float4 staticSwitch177 = ( _Emission * texCoord170.w ); #endif float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); #ifdef _FINALEMISSIONSMOOTHSTEP_ON float staticSwitch278 = smoothstepResult258; #else float staticSwitch278 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch277 = smoothstepResult252; #else float staticSwitch277 = finalAlpha248; #endif float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277)); float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 ); float Alpha = (temp_output_275_0).w; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_ON #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON #pragma shader_feature _FINALALPHASMOOTHSTEP_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _Emission; float4 _EmissionTex_ST; float2 _EmissionSpeed; float _EmissionSoftness1; float _EmissionSoftness2; float _DepthSoftness; float _Columns; float _Rows; float _MainSoftnessMin; float _MainSoftnessMax; float _EmissionSubValue; float _FinalEmissionSmoothstepMin; float _FinalEmissionSmoothstepMax; float _FinalAlphaSmoothstepMin; float _FinalAlphaSmoothstepMax; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; int _ObjectId; int _PassValue; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord1 = screenPos; o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; #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 ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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 { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 texCoord170 = IN.ase_texcoord; texCoord170.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_1 = (_EmissionSoftness1).xxxx; float4 temp_cast_2 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex); float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 )); float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); float depthFadeAlpha163 = clampResult146; float4 texCoord3 = IN.ase_texcoord; texCoord3.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float AnimFrame4 = round( texCoord3.z ); float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles98 = columns135 * rows136; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; // Speed of animation float fbspeed98 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); // Multiply Offset X by coloffset float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; // Multiply Offset Y by rowoffset float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; // UV Offset float2 fboffset98 = float2(fboffsetx98, fboffsety98); // Flipbook UV half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; // *** END Flipbook UV Animation vars *** float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_3 = (_MainSoftnessMin).xxxx; float4 temp_cast_4 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1); #ifdef _MAINTEXSMOOTHSTEP_ON float4 staticSwitch236 = smoothstepResult233; #else float4 staticSwitch236 = tex2DNode1; #endif float4 break152 = staticSwitch236; float Frames126 = temp_output_18_0; float temp_output_133_0 = ( Frames126 - 1.0 ); float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); float lerp156 = smoothstepResult23; float lerpResult20 = lerp( break152.r , break152.g , lerp156); float Frames243 = ( Frames126 * 2.0 ); float temp_output_123_0 = ( Frames243 - 1.0 ); float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); float lerp257 = smoothstepResult24; float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); float Frames344 = ( Frames126 * 3.0 ); float temp_output_124_0 = ( Frames344 - 1.0 ); float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); float lerp358 = smoothstepResult25; float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); #ifdef _ALPHADISSOLVE_ON float staticSwitch159 = ( _Color.a * clampResult166 ); #else float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_5 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); #ifdef _EMISSIONDISSOLVE_ON float4 staticSwitch177 = ( _Emission * clampResult197 ); #else float4 staticSwitch177 = ( _Emission * texCoord170.w ); #endif float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); #ifdef _FINALEMISSIONSMOOTHSTEP_ON float staticSwitch278 = smoothstepResult258; #else float staticSwitch278 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch277 = smoothstepResult252; #else float staticSwitch277 = finalAlpha248; #endif float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277)); float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 ); surfaceDescription.Alpha = (temp_output_275_0).w; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_ON #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON #pragma shader_feature _FINALALPHASMOOTHSTEP_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _Emission; float4 _EmissionTex_ST; float2 _EmissionSpeed; float _EmissionSoftness1; float _EmissionSoftness2; float _DepthSoftness; float _Columns; float _Rows; float _MainSoftnessMin; float _MainSoftnessMax; float _EmissionSubValue; float _FinalEmissionSmoothstepMin; float _FinalEmissionSmoothstepMax; float _FinalAlphaSmoothstepMin; float _FinalAlphaSmoothstepMax; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord1 = screenPos; o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; #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 ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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 { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 texCoord170 = IN.ase_texcoord; texCoord170.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_1 = (_EmissionSoftness1).xxxx; float4 temp_cast_2 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex); float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 )); float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); float depthFadeAlpha163 = clampResult146; float4 texCoord3 = IN.ase_texcoord; texCoord3.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float AnimFrame4 = round( texCoord3.z ); float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles98 = columns135 * rows136; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; // Speed of animation float fbspeed98 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); // Multiply Offset X by coloffset float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; // Multiply Offset Y by rowoffset float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; // UV Offset float2 fboffset98 = float2(fboffsetx98, fboffsety98); // Flipbook UV half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; // *** END Flipbook UV Animation vars *** float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_3 = (_MainSoftnessMin).xxxx; float4 temp_cast_4 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1); #ifdef _MAINTEXSMOOTHSTEP_ON float4 staticSwitch236 = smoothstepResult233; #else float4 staticSwitch236 = tex2DNode1; #endif float4 break152 = staticSwitch236; float Frames126 = temp_output_18_0; float temp_output_133_0 = ( Frames126 - 1.0 ); float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); float lerp156 = smoothstepResult23; float lerpResult20 = lerp( break152.r , break152.g , lerp156); float Frames243 = ( Frames126 * 2.0 ); float temp_output_123_0 = ( Frames243 - 1.0 ); float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); float lerp257 = smoothstepResult24; float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); float Frames344 = ( Frames126 * 3.0 ); float temp_output_124_0 = ( Frames344 - 1.0 ); float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); float lerp358 = smoothstepResult25; float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); #ifdef _ALPHADISSOLVE_ON float staticSwitch159 = ( _Color.a * clampResult166 ); #else float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_5 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); #ifdef _EMISSIONDISSOLVE_ON float4 staticSwitch177 = ( _Emission * clampResult197 ); #else float4 staticSwitch177 = ( _Emission * texCoord170.w ); #endif float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); #ifdef _FINALEMISSIONSMOOTHSTEP_ON float staticSwitch278 = smoothstepResult258; #else float staticSwitch278 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch277 = smoothstepResult252; #else float staticSwitch277 = finalAlpha248; #endif float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277)); float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 ); surfaceDescription.Alpha = (temp_output_275_0).w; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; outColor = _SelectionID; return outColor; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_ON #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON #pragma shader_feature _FINALALPHASMOOTHSTEP_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _Emission; float4 _EmissionTex_ST; float2 _EmissionSpeed; float _EmissionSoftness1; float _EmissionSoftness2; float _DepthSoftness; float _Columns; float _Rows; float _MainSoftnessMin; float _MainSoftnessMax; float _EmissionSubValue; float _FinalEmissionSmoothstepMin; float _FinalEmissionSmoothstepMax; float _FinalAlphaSmoothstepMin; float _FinalAlphaSmoothstepMax; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = screenPos; o.ase_color = v.ase_color; o.ase_texcoord1 = v.ase_texcoord; #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); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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 { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 texCoord170 = IN.ase_texcoord1; texCoord170.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_1 = (_EmissionSoftness1).xxxx; float4 temp_cast_2 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord1.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex); float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 )); float4 screenPos = IN.ase_texcoord2; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); float depthFadeAlpha163 = clampResult146; float4 texCoord3 = IN.ase_texcoord1; texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float AnimFrame4 = round( texCoord3.z ); float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles98 = columns135 * rows136; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; // Speed of animation float fbspeed98 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); // Multiply Offset X by coloffset float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; // Multiply Offset Y by rowoffset float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; // UV Offset float2 fboffset98 = float2(fboffsetx98, fboffsety98); // Flipbook UV half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; // *** END Flipbook UV Animation vars *** float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_3 = (_MainSoftnessMin).xxxx; float4 temp_cast_4 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1); #ifdef _MAINTEXSMOOTHSTEP_ON float4 staticSwitch236 = smoothstepResult233; #else float4 staticSwitch236 = tex2DNode1; #endif float4 break152 = staticSwitch236; float Frames126 = temp_output_18_0; float temp_output_133_0 = ( Frames126 - 1.0 ); float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); float lerp156 = smoothstepResult23; float lerpResult20 = lerp( break152.r , break152.g , lerp156); float Frames243 = ( Frames126 * 2.0 ); float temp_output_123_0 = ( Frames243 - 1.0 ); float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); float lerp257 = smoothstepResult24; float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); float Frames344 = ( Frames126 * 3.0 ); float temp_output_124_0 = ( Frames344 - 1.0 ); float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); float lerp358 = smoothstepResult25; float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); #ifdef _ALPHADISSOLVE_ON float staticSwitch159 = ( _Color.a * clampResult166 ); #else float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_5 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); #ifdef _EMISSIONDISSOLVE_ON float4 staticSwitch177 = ( _Emission * clampResult197 ); #else float4 staticSwitch177 = ( _Emission * texCoord170.w ); #endif float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); #ifdef _FINALEMISSIONSMOOTHSTEP_ON float staticSwitch278 = smoothstepResult258; #else float staticSwitch278 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch277 = smoothstepResult252; #else float staticSwitch277 = finalAlpha248; #endif float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277)); float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 ); surfaceDescription.Alpha = (temp_output_275_0).w; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } Pass { Name "DepthNormalsOnly" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma exclude_renderers glcore gles gles3 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_ON #pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON #pragma shader_feature _FINALALPHASMOOTHSTEP_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _Emission; float4 _EmissionTex_ST; float2 _EmissionSpeed; float _EmissionSoftness1; float _EmissionSoftness2; float _DepthSoftness; float _Columns; float _Rows; float _MainSoftnessMin; float _MainSoftnessMax; float _EmissionSubValue; float _FinalEmissionSmoothstepMin; float _FinalEmissionSmoothstepMax; float _FinalAlphaSmoothstepMin; float _FinalAlphaSmoothstepMax; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = screenPos; o.ase_color = v.ase_color; o.ase_texcoord1 = v.ase_texcoord; #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); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; 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_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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 { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 texCoord170 = IN.ase_texcoord1; texCoord170.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_1 = (_EmissionSoftness1).xxxx; float4 temp_cast_2 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord1.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex); float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 )); float4 screenPos = IN.ase_texcoord2; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) ); float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 ); float depthFadeAlpha163 = clampResult146; float4 texCoord3 = IN.ase_texcoord1; texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float AnimFrame4 = round( texCoord3.z ); float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles98 = columns135 * rows136; // Offsets for cols and rows of Flipbook Texture float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; // Speed of animation float fbspeed98 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); // Multiply Offset X by coloffset float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; // Multiply Offset Y by rowoffset float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; // UV Offset float2 fboffset98 = float2(fboffsetx98, fboffsety98); // Flipbook UV half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; // *** END Flipbook UV Animation vars *** float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_3 = (_MainSoftnessMin).xxxx; float4 temp_cast_4 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1); #ifdef _MAINTEXSMOOTHSTEP_ON float4 staticSwitch236 = smoothstepResult233; #else float4 staticSwitch236 = tex2DNode1; #endif float4 break152 = staticSwitch236; float Frames126 = temp_output_18_0; float temp_output_133_0 = ( Frames126 - 1.0 ); float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4); float lerp156 = smoothstepResult23; float lerpResult20 = lerp( break152.r , break152.g , lerp156); float Frames243 = ( Frames126 * 2.0 ); float temp_output_123_0 = ( Frames243 - 1.0 ); float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4); float lerp257 = smoothstepResult24; float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257); float Frames344 = ( Frames126 * 3.0 ); float temp_output_124_0 = ( Frames344 - 1.0 ); float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4); float lerp358 = smoothstepResult25; float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358); float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 ); #ifdef _ALPHADISSOLVE_ON float staticSwitch159 = ( _Color.a * clampResult166 ); #else float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_5 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); #ifdef _EMISSIONDISSOLVE_ON float4 staticSwitch177 = ( _Emission * clampResult197 ); #else float4 staticSwitch177 = ( _Emission * texCoord170.w ); #endif float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159); #ifdef _FINALEMISSIONSMOOTHSTEP_ON float staticSwitch278 = smoothstepResult258; #else float staticSwitch278 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch277 = smoothstepResult252; #else float staticSwitch277 = finalAlpha248; #endif float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277)); float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 ); surfaceDescription.Alpha = (temp_output_275_0).w; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphUnlitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19105 Node;AmplifyShaderEditor.RangedFloatNode;12;-4219.035,567.627;Inherit;False;Property;_Columns;Columns;1;0;Create;True;0;0;0;False;0;False;4;4;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;134;-4202.213,708.7427;Inherit;False;Property;_Rows;Rows;0;0;Create;True;0;0;0;False;0;False;4;4;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;136;-3999.213,728.7427;Inherit;False;rows;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;135;-4024.213,606.7427;Inherit;False;columns;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;137;-3715.213,570.7427;Inherit;False;135;columns;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;138;-3742.213,663.7427;Inherit;False;136;rows;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;3;-3960.801,-110.4;Inherit;False;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RoundOpNode;122;-3697.72,3.856701;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;18;-3476.581,586.8773;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;103;-3232.833,548.3247;Inherit;False;ChannelFramesCount;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;4;-3480.801,-33.39998;Inherit;False;AnimFrame;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;104;-3090.28,-45.1772;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;121;-3037.313,135.0355;Inherit;False;103;ChannelFramesCount;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode;112;-2755.486,-146.6782;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;16;False;1;FLOAT;0 Node;AmplifyShaderEditor.FractNode;113;-2556.085,-48.1782;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;26;-3001.968,777.5865;Inherit;False;Frames1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ComponentMaskNode;144;-3648.429,-169.1767;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;114;-2383.785,-75.5782;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;140;-2675.5,-272.1573;Inherit;False;136;rows;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;139;-2704.5,-358.1573;Inherit;False;135;columns;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;40;-2673.201,806.7868;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;204;-2117.219,77.18805;Inherit;True;Property;_MainTex;MainTex;3;0;Create;True;0;0;0;False;0;False;None;32584e99bcab64341b15558b66246c02;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RegisterLocalVarNode;43;-2517.201,815.7868;Inherit;False;Frames2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCFlipBookUVAnimation;98;-2101.218,-238.2752;Inherit;False;0;0;6;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.GetLocalVarNode;27;-3835.442,1586.618;Inherit;False;26;Frames1;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;41;-2651.201,940.7868;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;3;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;52;-3798.73,1416.279;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;133;-3603.111,1565.098;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;1;-1843.427,-297.8819;Inherit;True;Property;_Tex;Tex;0;0;Create;True;0;0;0;False;0;False;-1;None;f5a3e0d69c865b5439c9bd0e50d9141a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;234;-1768.528,8.183472;Inherit;False;Property;_MainSoftnessMin;MainSoftnessMin;5;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;47;-3864.675,1877.818;Inherit;False;43;Frames2;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;44;-2423.201,945.7868;Inherit;False;Frames3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;235;-1773.528,119.1835;Inherit;False;Property;_MainSoftnessMax;MainSoftnessMax;6;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;49;-3848.175,2168.319;Inherit;False;44;Frames3;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;53;-3806.73,1721.279;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;233;-1412.528,-148.8165;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SmoothstepOpNode;23;-3449.742,1440.318;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;123;-3597.268,1868.176;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;24;-3394.442,1727.618;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;56;-3234.93,1501.176;Inherit;False;lerp1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;143;-1491.582,968.5979;Inherit;False;Property;_DepthSoftness;DepthSoftness;8;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;124;-3598.558,2111.958;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;54;-3742.73,2011.279;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch;236;-1231.147,-248.5517;Inherit;False;Property;_MainTexSmoothstep;MainTexSmoothstep;4;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.DepthFade;142;-1253.282,905.098;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.BreakToComponentsNode;152;-1063.649,-19.47003;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 Node;AmplifyShaderEditor.GetLocalVarNode;60;-953.7399,194.5367;Inherit;False;56;lerp1;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;57;-3172.53,1765.076;Inherit;False;lerp2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;25;-3408.442,2000.618;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;20;-738.5215,4.716976;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode;146;-1005.782,832.337;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;61;-781.7399,300.5367;Inherit;False;57;lerp2;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;58;-3093.23,2039.376;Inherit;False;lerp3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;21;-519.5215,134.717;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;163;-795.183,903.2671;Inherit;False;depthFadeAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;62;-667.7399,397.5367;Inherit;False;58;lerp3;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;164;-393.2097,14.70349;Inherit;False;163;depthFadeAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.VertexColorNode;127;-1056.864,-476.2369;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.LerpOp;22;-365.0283,290.8066;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;162;-60.55688,113.2626;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode;167;-324.7333,-161.2263;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;165;78.87601,24.77582;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;125;-1041.864,-701.2369;Inherit;False;Property;_Color;Color;2;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ClampOpNode;166;257.876,23.77582;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;158;-470.7218,-322.6705;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;131;55.12355,-269.4049;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;172;388.4871,-86.409;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch;159;458.6583,-204.2462;Inherit;False;Property;_AlphaDissolve;AlphaDissolve;9;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;248;747.5269,-106.4725;Inherit;False;finalAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;237;-1384.438,1345.754;Inherit;False;0;192;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;250;-672.8932,1136.73;Inherit;False;Property;_EmissionSubValue;EmissionSubValue;23;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;249;-690.8932,1056.73;Inherit;False;248;finalAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.Vector2Node;271;-1254.033,1573.312;Inherit;False;Property;_EmissionSpeed;EmissionSpeed;13;0;Create;True;0;0;0;False;0;False;0,0;0,-0.45;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.TextureCoordinatesNode;170;-481.7773,864.3997;Inherit;False;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.PannerNode;238;-948.0377,1401.354;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;251;-368.8932,1057.73;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;194;-445.8678,1503.202;Inherit;False;Property;_EmissionSoftness2;EmissionSoftness2;15;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;192;-485.8678,1182.202;Inherit;True;Property;_EmissionTex;EmissionTex;12;0;Create;True;0;0;0;False;0;False;-1;None;2140d5caeca76404cadd35cc48f45f10;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;195;-485.8678,1399.202;Inherit;False;Property;_EmissionSoftness1;EmissionSoftness1;14;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;247;-134.3784,1051.624;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch;246;45.62158,934.624;Inherit;False;Property;_AlphaEmissionDissolveSub;Alpha Emission Dissolve Sub;24;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;193;-87.8678,1201.202;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;196;379.1322,1038.202;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.ClampOpNode;197;526.1322,1016.202;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,1,1,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;256;349.4456,327.7385;Inherit;False;Property;_FinalEmissionSmoothstepMin;FinalEmissionSmoothstepMin;21;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;168;-248.219,627.3657;Inherit;False;Property;_Emission;Emission;10;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;7.377211,2.858186,0.6952345,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;257;326.4456,431.7385;Inherit;False;Property;_FinalEmissionSmoothstepMax;FinalEmissionSmoothstepMax;22;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;190;385.2937,786.7416;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SmoothstepOpNode;258;696.4457,334.7385;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;171;229.2227,626.3997;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.StaticSwitch;177;473.4174,561.438;Inherit;False;Property;_EmissionDissolve;EmissionDissolve;11;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StaticSwitch;278;855.9118,241.1099;Inherit;False;Property;_FinalEmissionSmoothstep;FinalEmissionSmoothstep;20;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;253;522.1071,72.73;Inherit;False;Property;_FinalAlphaSmoothstepMin;FinalAlphaSmoothstepMin;17;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;255;499.1071,176.73;Inherit;False;Property;_FinalAlphaSmoothstepMax;FinalAlphaSmoothstepMax;18;0;Create;True;0;0;0;False;0;False;1;0.11;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;241;791.9829,579.4604;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.StaticSwitch;240;891.412,403.424;Inherit;False;Property;_EmissionAlpha;EmissionAlpha;19;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SmoothstepOpNode;252;815.1071,83.73;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.ComponentMaskNode;154;-459.6545,-651.055;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ComponentMaskNode;155;-409.6545,-467.055;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ComponentMaskNode;274;1144.743,347.8459;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.StaticSwitch;277;945.9118,-18.89011;Inherit;False;Property;_FinalAlphaSmoothstep;FinalAlphaSmoothstep;16;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;126;-99.86377,-485.2369;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DynamicAppendNode;273;1250.477,68.60117;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0 Node;AmplifyShaderEditor.ComponentMaskNode;129;157.1362,-411.2369;Inherit;False;True;True;True;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DynamicAppendNode;199;-656.2374,1252.588;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SmoothstepOpNode;173;-167.1115,354.3913;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;174;-475.1115,542.3913;Inherit;False;Property;_AlphaSoftness;AlphaSoftness;7;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;275;1343.683,-40.13361;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;276;752.0867,-498.3344;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.PosVertexDataNode;198;-908.2374,1207.588;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;279;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;281;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;282;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;283;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;284;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;285;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;286;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;287;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;288;1681.946,-63.81003;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;280;1861.946,-71.81003;Float;False;True;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;Knife/Particle Channel Packed Unlit;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;23;Surface;1;638177632631563352; Blend;0;0;Two Sided;1;0;Forward Only;0;0;Cast Shadows;0;638177632637779110; Use Shadow Threshold;0;0;Receive Shadows;0;638177632648455010;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;True;False;;False;0 Node;AmplifyShaderEditor.ComponentMaskNode;289;1523.185,48.01352;Inherit;False;False;False;False;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0 WireConnection;136;0;134;0 WireConnection;135;0;12;0 WireConnection;122;0;3;3 WireConnection;18;0;137;0 WireConnection;18;1;138;0 WireConnection;103;0;18;0 WireConnection;4;0;122;0 WireConnection;112;0;104;0 WireConnection;112;1;121;0 WireConnection;113;0;112;0 WireConnection;26;0;18;0 WireConnection;144;0;3;0 WireConnection;114;0;113;0 WireConnection;114;1;121;0 WireConnection;40;0;26;0 WireConnection;43;0;40;0 WireConnection;98;0;144;0 WireConnection;98;1;139;0 WireConnection;98;2;140;0 WireConnection;98;4;114;0 WireConnection;41;0;26;0 WireConnection;133;0;27;0 WireConnection;1;0;204;0 WireConnection;1;1;98;0 WireConnection;44;0;41;0 WireConnection;233;0;1;0 WireConnection;233;1;234;0 WireConnection;233;2;235;0 WireConnection;23;0;52;0 WireConnection;23;1;133;0 WireConnection;23;2;133;0 WireConnection;123;0;47;0 WireConnection;24;0;53;0 WireConnection;24;1;123;0 WireConnection;24;2;123;0 WireConnection;56;0;23;0 WireConnection;124;0;49;0 WireConnection;236;1;1;0 WireConnection;236;0;233;0 WireConnection;142;0;143;0 WireConnection;152;0;236;0 WireConnection;57;0;24;0 WireConnection;25;0;54;0 WireConnection;25;1;124;0 WireConnection;25;2;124;0 WireConnection;20;0;152;0 WireConnection;20;1;152;1 WireConnection;20;2;60;0 WireConnection;146;0;142;0 WireConnection;58;0;25;0 WireConnection;21;0;20;0 WireConnection;21;1;152;2 WireConnection;21;2;61;0 WireConnection;163;0;146;0 WireConnection;22;0;21;0 WireConnection;22;1;152;3 WireConnection;22;2;62;0 WireConnection;162;0;164;0 WireConnection;162;1;22;0 WireConnection;167;0;127;4 WireConnection;165;0;162;0 WireConnection;165;1;167;0 WireConnection;166;0;165;0 WireConnection;158;0;125;4 WireConnection;158;1;127;4 WireConnection;131;0;158;0 WireConnection;131;1;164;0 WireConnection;131;2;22;0 WireConnection;172;0;125;4 WireConnection;172;1;166;0 WireConnection;159;1;131;0 WireConnection;159;0;172;0 WireConnection;248;0;159;0 WireConnection;238;0;237;0 WireConnection;238;2;271;0 WireConnection;251;0;249;0 WireConnection;251;1;250;0 WireConnection;192;1;238;0 WireConnection;247;0;170;4 WireConnection;247;1;251;0 WireConnection;246;1;170;4 WireConnection;246;0;247;0 WireConnection;193;0;192;0 WireConnection;193;1;195;0 WireConnection;193;2;194;0 WireConnection;196;0;193;0 WireConnection;196;1;246;0 WireConnection;197;0;196;0 WireConnection;190;0;168;0 WireConnection;190;1;197;0 WireConnection;258;0;159;0 WireConnection;258;1;256;0 WireConnection;258;2;257;0 WireConnection;171;0;168;0 WireConnection;171;1;170;4 WireConnection;177;1;171;0 WireConnection;177;0;190;0 WireConnection;278;1;159;0 WireConnection;278;0;258;0 WireConnection;241;0;278;0 WireConnection;241;1;177;0 WireConnection;240;1;177;0 WireConnection;240;0;241;0 WireConnection;252;0;159;0 WireConnection;252;1;253;0 WireConnection;252;2;255;0 WireConnection;154;0;125;0 WireConnection;155;0;127;0 WireConnection;274;0;240;0 WireConnection;277;1;248;0 WireConnection;277;0;252;0 WireConnection;126;0;154;0 WireConnection;126;1;155;0 WireConnection;273;0;274;0 WireConnection;273;3;277;0 WireConnection;129;0;126;0 WireConnection;199;0;198;1 WireConnection;199;1;198;3 WireConnection;173;0;22;0 WireConnection;173;2;174;0 WireConnection;275;0;129;0 WireConnection;275;1;273;0 WireConnection;276;0;168;0 WireConnection;276;1;22;0 WireConnection;280;2;275;0 WireConnection;280;3;289;0 WireConnection;289;0;275;0 ASEEND*/ //CHKSM=91A4F0C740FD5F7DF699E870D3B5FF196FAE6694