// Made with Amplify Shader Editor v1.9.1.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Knife/Particle Channel Packed" { 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 _AlphaSoftness("AlphaSoftness", Range( 0 , 1)) = 0 _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" {} _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 [Toggle(_NORMALMAPENABLED_ON)] _NormalMapEnabled("Normal Map Enabled", Float) = 0 _NormalMap("NormalMap", 2D) = "bump" {} _NormalScale("NormalScale", Float) = 0 _EmissionSubValue("EmissionSubValue", Range( 0 , 1)) = 0 [Toggle(_ALPHAEMISSIONDISSOLVESUB_ON)] _AlphaEmissionDissolveSub("Alpha Emission Dissolve Sub", Float) = 0 _EmissionSpeed("EmissionSpeed", Vector) = (0,0,0,0) [Toggle(_ELIMINATEEMISSIONROTATION_ON)] _EliminateEmissionRotation("EliminateEmissionRotation", Float) = 0 [ASEEnd][Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Float) = 2 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 [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"="Lit" } Cull [_CullMode] ZWrite Off ZTest LEqual Offset 0 , 0 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"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_COLOR #define ASE_NEEDS_FRAG_SCREEN_POSITION #pragma shader_feature _NORMALMAPENABLED_ON #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ELIMINATEEMISSIONROTATION_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_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif float4 ase_color : COLOR; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _NormalMap; sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_color = v.ase_color; o.ase_texcoord8 = v.texcoord; o.ase_texcoord9.xy = v.texcoord1.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); #endif #if !defined(LIGHTMAP_ON) OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord; o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(positionCS); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 texCoord232 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float4 texCoord3 = IN.ase_texcoord8; texCoord3.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); float AnimFrame4 = round( texCoord3.z ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 ); float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 ); // Speed of animation float fbspeed223 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) ); fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) ); // Multiply Offset X by coloffset float fboffsetx223 = fblinearindextox223 * fbcolsoffset223; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223; // Multiply Offset Y by rowoffset float fboffsety223 = fblinearindextoy223 * fbrowsoffset223; // UV Offset float2 fboffset223 = float2(fboffsetx223, fboffsety223); // Flipbook UV half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223; // *** END Flipbook UV Animation vars *** float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale ); unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) ); #ifdef _NORMALMAPENABLED_ON float3 staticSwitch221 = unpack222; #else float3 staticSwitch221 = float3(0,0,1); #endif float3 normals206 = staticSwitch221; float4 texCoord170 = IN.ase_texcoord8; texCoord170.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_0 = (_EmissionSoftness1).xxxx; float4 temp_cast_1 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord8.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 texCoord278 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult283 = (float2(texCoord278.y , texCoord278.y)); float cos277 = cos( texCoord278.x ); float sin277 = sin( texCoord278.x ); float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 ); #ifdef _ELIMINATEEMISSIONROTATION_ON float2 staticSwitch279 = rotator277; #else float2 staticSwitch279 = uv_EmissionTex; #endif float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279); float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 )); 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; float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; float fbtotaltiles98 = columns135 * rows136; float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; float fbspeed98 = _Time[ 1 ] * 0.0; float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; float2 fboffset98 = float2(fboffsetx98, fboffsety98); half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_2 = (_MainSoftnessMin).xxxx; float4 temp_cast_3 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_4 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , 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 staticSwitch276 = smoothstepResult258; #else float staticSwitch276 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; float3 Normal = normals206; float3 Emission = staticSwitch240.rgb; float3 Specular = 0.5; float Metallic = 0; float Smoothness = 0.5; float Occlusion = 1; float Alpha = staticSwitch275; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = ShadowCoords; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #endif SurfaceData surfaceData; surfaceData.albedo = BaseColor; surfaceData.metallic = saturate(Metallic); surfaceData.specular = Specular; surfaceData.smoothness = saturate(Smoothness), surfaceData.occlusion = Occlusion, surfaceData.emission = Emission, surfaceData.alpha = saturate(Alpha); surfaceData.normalTS = Normal; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surfaceData.clearCoatMask = saturate(CoatMask); surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData); #endif half4 color = UniversalFragmentPBR( inputData, surfaceData); #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; color.rgb += BaseColor * mainTransmission; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; color.rgb += BaseColor * transmission; } #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += BaseColor * mainTranslucency * strength; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 lightDir = light.direction + inputData.normalWS * normal; half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += BaseColor * translucency * strength; } #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #define SHADERPASS SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "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 _FINALALPHASMOOTHSTEP_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_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 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif float3 _LightDirection; float3 _LightPosition; VertexOutput VertexFunction( VertexInput v ) { 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_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 ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; 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 #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif 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_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_0 = (_MainSoftnessMin).xxxx; float4 temp_cast_1 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif float Alpha = staticSwitch275; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "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 _FINALALPHASMOOTHSTEP_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_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 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = 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 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 #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif 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_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_0 = (_MainSoftnessMin).xxxx; float4 temp_cast_1 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif float Alpha = staticSwitch275; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #pragma shader_feature EDITOR_VISUALIZATION #define SHADERPASS SHADERPASS_META #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ELIMINATEEMISSIONROTATION_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 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; 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 EDITOR_VISUALIZATION float4 VizUV : TEXCOORD2; float4 LightCoord : TEXCOORD3; #endif float4 ase_color : COLOR; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord6 = screenPos; o.ase_color = v.ase_color; o.ase_texcoord4 = v.texcoord0; o.ase_texcoord5.xy = v.texcoord1.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord5.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord); o.VizUV = float4(VizUV, 0, 0); o.LightCoord = LightCoord; #endif #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 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; 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.texcoord0 = v.texcoord0; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_color = v.ase_color; 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.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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_texcoord4; texCoord170.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_0 = (_EmissionSoftness1).xxxx; float4 temp_cast_1 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord4.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 texCoord278 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult283 = (float2(texCoord278.y , texCoord278.y)); float cos277 = cos( texCoord278.x ); float sin277 = sin( texCoord278.x ); float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 ); #ifdef _ELIMINATEEMISSIONROTATION_ON float2 staticSwitch279 = rotator277; #else float2 staticSwitch279 = uv_EmissionTex; #endif float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279); float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 )); float4 screenPos = IN.ase_texcoord6; 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_texcoord4; texCoord3.xy = IN.ase_texcoord4.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_2 = (_MainSoftnessMin).xxxx; float4 temp_cast_3 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_4 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , 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 staticSwitch276 = smoothstepResult258; #else float staticSwitch276 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; float3 Emission = staticSwitch240.rgb; float Alpha = staticSwitch275; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = IN.VizUV.xy; metaInput.LightCoord = IN.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_2D #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "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 _FINALALPHASMOOTHSTEP_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_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 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = 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 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 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_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_0 = (_MainSoftnessMin).xxxx; float4 temp_cast_1 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; float Alpha = staticSwitch275; float AlphaClipThreshold = 0.5; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "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 _NORMALMAPENABLED_ON #pragma shader_feature _FINALALPHASMOOTHSTEP_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float3 worldNormal : TEXCOORD2; float4 worldTangent : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _NormalMap; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord5 = screenPos; o.ase_texcoord4 = v.ase_texcoord; o.ase_color = v.ase_color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldNormal( v.ase_normal ); float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.worldNormal = normalWS; o.worldTangent = tangentWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.ase_texcoord = v.ase_texcoord; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); float3 WorldNormal = IN.worldNormal; float4 WorldTangent = IN.worldTangent; #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord232 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float4 texCoord3 = IN.ase_texcoord4; texCoord3.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float AnimFrame4 = round( texCoord3.z ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 ); float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 ); // Speed of animation float fbspeed223 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) ); fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) ); // Multiply Offset X by coloffset float fboffsetx223 = fblinearindextox223 * fbcolsoffset223; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223; // Multiply Offset Y by rowoffset float fboffsety223 = fblinearindextoy223 * fbrowsoffset223; // UV Offset float2 fboffset223 = float2(fboffsetx223, fboffsety223); // Flipbook UV half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223; // *** END Flipbook UV Animation vars *** float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale ); unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) ); #ifdef _NORMALMAPENABLED_ON float3 staticSwitch221 = unpack222; #else float3 staticSwitch221 = float3(0,0,1); #endif float3 normals206 = staticSwitch221; float4 screenPos = IN.ase_texcoord5; 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; float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; float fbtotaltiles98 = columns135 * rows136; float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; float fbspeed98 = _Time[ 1 ] * 0.0; float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; float2 fboffset98 = float2(fboffsetx98, fboffsety98); half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_0 = (_MainSoftnessMin).xxxx; float4 temp_cast_1 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif float3 Normal = normals206; float Alpha = staticSwitch275; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); return half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = WorldNormal; #endif return half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_GBUFFER #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_COLOR #define ASE_NEEDS_FRAG_SCREEN_POSITION #pragma shader_feature _NORMALMAPENABLED_ON #pragma shader_feature _EMISSIONALPHA_ON #pragma shader_feature _EMISSIONDISSOLVE_ON #pragma shader_feature _ELIMINATEEMISSIONROTATION_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_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif float4 ase_color : COLOR; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _NormalMap; sampler2D _EmissionTex; uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl" VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.ase_color = v.ase_color; o.ase_texcoord8 = v.texcoord; o.ase_texcoord9.xy = v.texcoord1.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if !defined(LIGHTMAP_ON) OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord; o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); o.fogFactorAndVertexLight = half4(0, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(positionCS); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif FragmentOutput frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #else ShadowCoords = float4(0, 0, 0, 0); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 texCoord232 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); float columns135 = _Columns; float rows136 = _Rows; float4 texCoord3 = IN.ase_texcoord8; texCoord3.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); float AnimFrame4 = round( texCoord3.z ); // *** BEGIN Flipbook UV Animation vars *** // Total tiles of Flipbook Texture float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 ); // Offsets for cols and rows of Flipbook Texture float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 ); float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 ); // Speed of animation float fbspeed223 = _Time[ 1 ] * 0.0; // UV Tiling (col and row offset) float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223); // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) // Calculate current tile linear index float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) ); fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0; // Obtain Offset X coordinate from current tile linear index float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) ); // Multiply Offset X by coloffset float fboffsetx223 = fblinearindextox223 * fbcolsoffset223; // Obtain Offset Y coordinate from current tile linear index float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) ); // Reverse Y to get tiles from Top to Bottom fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223; // Multiply Offset Y by rowoffset float fboffsety223 = fblinearindextoy223 * fbrowsoffset223; // UV Offset float2 fboffset223 = float2(fboffsetx223, fboffsety223); // Flipbook UV half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223; // *** END Flipbook UV Animation vars *** float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale ); unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) ); #ifdef _NORMALMAPENABLED_ON float3 staticSwitch221 = unpack222; #else float3 staticSwitch221 = float3(0,0,1); #endif float3 normals206 = staticSwitch221; float4 texCoord170 = IN.ase_texcoord8; texCoord170.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); float4 temp_cast_0 = (_EmissionSoftness1).xxxx; float4 temp_cast_1 = (_EmissionSoftness2).xxxx; float2 uv_EmissionTex = IN.ase_texcoord8.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw; float2 texCoord278 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult283 = (float2(texCoord278.y , texCoord278.y)); float cos277 = cos( texCoord278.x ); float sin277 = sin( texCoord278.x ); float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 ); #ifdef _ELIMINATEEMISSIONROTATION_ON float2 staticSwitch279 = rotator277; #else float2 staticSwitch279 = uv_EmissionTex; #endif float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279); float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 )); 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; float temp_output_18_0 = ( columns135 * rows136 ); float ChannelFramesCount103 = temp_output_18_0; float fbtotaltiles98 = columns135 * rows136; float fbcolsoffset98 = 1.0f / columns135; float fbrowsoffset98 = 1.0f / rows136; float fbspeed98 = _Time[ 1 ] * 0.0; float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98); float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) ); fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0; float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) ); float fboffsetx98 = fblinearindextox98 * fbcolsoffset98; float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) ); fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98; float fboffsety98 = fblinearindextoy98 * fbrowsoffset98; float2 fboffset98 = float2(fboffsetx98, fboffsety98); half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98; float4 tex2DNode1 = tex2D( _MainTex, fbuv98 ); float4 temp_cast_2 = (_MainSoftnessMin).xxxx; float4 temp_cast_3 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; #ifdef _ALPHAEMISSIONDISSOLVESUB_ON float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) ); #else float staticSwitch246 = texCoord170.w; #endif float4 temp_cast_4 = (staticSwitch246).xxxx; float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , 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 staticSwitch276 = smoothstepResult258; #else float staticSwitch276 = staticSwitch159; #endif #ifdef _EMISSIONALPHA_ON float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 ); #else float4 staticSwitch240 = staticSwitch177; #endif float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz; float3 Normal = normals206; float3 Emission = staticSwitch240.rgb; float3 Specular = 0.5; float Metallic = 0; float Smoothness = 0.5; float Occlusion = 1; float Alpha = staticSwitch275; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = IN.clipPos; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif #else inputData.normalWS = WorldNormal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #else #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #endif #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #endif #ifdef _DBUFFER ApplyDecal(IN.clipPos, BaseColor, Specular, inputData.normalWS, Metallic, Occlusion, Smoothness); #endif BRDFData brdfData; InitializeBRDFData (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); half4 color; MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SCENESELECTIONPASS 1 #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.universal/ShaderLibrary/Input.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 _FINALALPHASMOOTHSTEP_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_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 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif 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_texcoord = 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 ); 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 screenPos = IN.ase_texcoord; 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_0 = (_MainSoftnessMin).xxxx; float4 temp_cast_1 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif surfaceDescription.Alpha = staticSwitch275; 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; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define SCENEPICKINGPASS 1 #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.universal/ShaderLibrary/Input.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 _FINALALPHASMOOTHSTEP_ON #pragma shader_feature _ALPHADISSOLVE_ON #pragma shader_feature _MAINTEXSMOOTHSTEP_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 _EmissionTex_ST; float4 _Color; float4 _Emission; float2 _EmissionSpeed; float _FinalEmissionSmoothstepMax; float _FinalEmissionSmoothstepMin; float _EmissionSubValue; float _MainSoftnessMax; float _MainSoftnessMin; float _AlphaSoftness; float _CullMode; float _FinalAlphaSmoothstepMin; float _EmissionSoftness2; float _EmissionSoftness1; float _NormalScale; float _Rows; float _Columns; float _DepthSoftness; float _FinalAlphaSmoothstepMax; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END // Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif uniform float4 _CameraDepthTexture_TexelSize; sampler2D _MainTex; //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" //#ifdef HAVE_VFX_MODIFICATION //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" //#endif 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_texcoord = 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 ); 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 screenPos = IN.ase_texcoord; 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_0 = (_MainSoftnessMin).xxxx; float4 temp_cast_1 = (_MainSoftnessMax).xxxx; float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , 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 smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22); float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 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 * smoothstepResult173 ); #endif float finalAlpha248 = staticSwitch159; float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159); #ifdef _FINALALPHASMOOTHSTEP_ON float staticSwitch275 = smoothstepResult252; #else float staticSwitch275 = finalAlpha248; #endif surfaceDescription.Alpha = staticSwitch275; 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; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphLitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19105 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.RangedFloatNode;12;-4219.035,567.627;Inherit;False;Property;_Columns;Columns;1;0;Create;True;0;0;0;False;0;False;4;8;0;0;0;1;FLOAT;0 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