// Made with Amplify Shader Editor v1.9.1.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Knife/MuzzleFlash" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [ASEBegin]_Noise("Noise", 2D) = "white" {} _Noise1("Noise1", 2D) = "white" {} _Alpha("Alpha", 2D) = "white" {} [HDR]_Color0("Color 0", Color) = (1,1,1,1) [HDR]_Color1("Color 1", Color) = (1,1,1,1) _Opacity("Opacity", Range( 0 , 1)) = 1 _NoiseSoftness1("NoiseSoftness1", Range( 0 , 1)) = 0 _NoiseSoftness2("NoiseSoftness2", Range( 0 , 1)) = 0 _NoiseSpeed1("NoiseSpeed1", Vector) = (0,1,0,0) _NoiseSpeed("NoiseSpeed", Vector) = (0,1,0,0) _DepthFade("DepthFade", Float) = 0 _AlphaSoftness("AlphaSoftness", Range( 0 , 1)) = 1 [Normal]_Distortion("Distortion", 2D) = "bump" {} _DistortionAmount("DistortionAmount", Range( 0 , 1)) = 0 _DistortionDiff("DistortionDiff", Float) = 0 _DistortionSpeed1("DistortionSpeed1", Vector) = (0,0,0,0) _DistortionSpeed2("DistortionSpeed2", Vector) = (0,0,0,0) _CenterFadeSize("CenterFadeSize", Range( -1 , 1)) = 0 _CenterNoiseFadeSize("CenterNoiseFadeSize", Range( -1 , 1)) = 0 _CenterNoiseFadeSoftness("CenterNoiseFadeSoftness", Range( 0 , 1)) = 0 _CenterFadeSoftness("CenterFadeSoftness", Range( 0 , 1)) = 0 [ASEEnd]_DissolveSoftness("DissolveSoftness", Range( 0 , 1)) = 0 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } Cull Back AlphaToMask Off HLSLINCLUDE #pragma target 3.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForwardOnly" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma shader_feature _ _SAMPLE_GI #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #define ASE_NEEDS_FRAG_COLOR struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; 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 #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color0; float4 _Color1; float4 _Noise1_ST; float4 _Noise_ST; float4 _Alpha_ST; float4 _Distortion_ST; float2 _NoiseSpeed1; float2 _NoiseSpeed; float2 _DistortionSpeed2; float2 _DistortionSpeed1; float _Opacity; float _DistortionDiff; float _CenterFadeSoftness; float _CenterFadeSize; float _AlphaSoftness; float _DepthFade; float _CenterNoiseFadeSoftness; float _CenterNoiseFadeSize; float _NoiseSoftness2; float _NoiseSoftness1; float _DistortionAmount; float _DissolveSoftness; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Noise1; sampler2D _Noise; sampler2D _Alpha; sampler2D _Distortion; uniform float4 _CameraDepthTexture_TexelSize; VertexOutput VertexFunction ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord4 = screenPos; o.ase_texcoord3 = 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 ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #endif o.clipPos = positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_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_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_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 half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_Noise1 = IN.ase_texcoord3.xy * _Noise1_ST.xy + _Noise1_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _NoiseSpeed1 + uv_Noise1); float2 uv_Noise = IN.ase_texcoord3.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner24 = ( 1.0 * _Time.y * _NoiseSpeed + uv_Noise); float2 texCoord180 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult178 = smoothstep( _CenterNoiseFadeSize , ( _CenterNoiseFadeSize + _CenterNoiseFadeSoftness ) , length( ( texCoord180 * float2( 2,2 ) ) )); float CenterNoiseFade179 = smoothstepResult178; float lerpResult173 = lerp( 0.0 , ( ( tex2D( _Noise1, panner80 ).r + tex2D( _Noise, panner24 ).r ) / 2.0 ) , CenterNoiseFade179); float smoothstepResult11 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float4 lerpResult9 = lerp( _Color0 , _Color1 , smoothstepResult11); float2 uv_Alpha = IN.ase_texcoord3.xy * _Alpha_ST.xy + _Alpha_ST.zw; float2 uv_Distortion = IN.ase_texcoord3.xy * _Distortion_ST.xy + _Distortion_ST.zw; float2 panner107 = ( 1.0 * _Time.y * _DistortionSpeed1 + uv_Distortion); float2 texCoord116 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult120 = smoothstep( _CenterFadeSize , ( _CenterFadeSize + _CenterFadeSoftness ) , length( ( texCoord116 * float2( 2,2 ) ) )); float CenterFade126 = smoothstepResult120; float DistortionAmount115 = ( _DistortionAmount * CenterFade126 ); float3 unpack96 = UnpackNormalScale( tex2D( _Distortion, panner107 ), DistortionAmount115 ); unpack96.z = lerp( 1, unpack96.z, saturate(DistortionAmount115) ); float2 panner108 = ( 1.0 * _Time.y * _DistortionSpeed2 + ( uv_Distortion * _DistortionDiff )); float3 unpack103 = UnpackNormalScale( tex2D( _Distortion, panner108 ), DistortionAmount115 ); unpack103.z = lerp( 1, unpack103.z, saturate(DistortionAmount115) ); float2 DistortionOffset113 = ( (unpack96).xy + (unpack103).xy ); float smoothstepResult69 = smoothstep( 0.0 , _AlphaSoftness , tex2D( _Alpha, ( uv_Alpha + DistortionOffset113 ) ).r); float4 screenPos = IN.ase_texcoord4; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth50 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) ); float clampResult52 = clamp( distanceDepth50 , 0.0 , 1.0 ); float smoothstepResult58 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float clampResult86 = clamp( ( smoothstepResult69 - smoothstepResult58 ) , 0.0 , 1.0 ); float4 temp_output_13_0 = ( lerpResult9 * ( smoothstepResult69 * _Opacity * clampResult52 * clampResult86 ) * IN.ase_color ); float4 texCoord130 = IN.ase_texcoord3; texCoord130.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float temp_output_143_0 = ( 1.0 - ( length( (texCoord130).xy ) * 2.0 ) ); float DissolveHide156 = texCoord130.w; float smoothstepResult150 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveHide156 )); float DissolveShow139 = texCoord130.z; float smoothstepResult154 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveShow139 )); float clampResult148 = clamp( ( smoothstepResult150 + ( 1.0 - smoothstepResult154 ) ) , 0.0 , 1.0 ); float FinalDissolve146 = clampResult148; float clampResult134 = clamp( ( (temp_output_13_0).a - FinalDissolve146 ) , 0.0 , 1.0 ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = (temp_output_13_0).rgb; float Alpha = clampResult134; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(IN.clipPos, Color); #endif #if defined(_ALPHAPREMULTIPLY_ON) Color *= Alpha; #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; 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 float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color0; float4 _Color1; float4 _Noise1_ST; float4 _Noise_ST; float4 _Alpha_ST; float4 _Distortion_ST; float2 _NoiseSpeed1; float2 _NoiseSpeed; float2 _DistortionSpeed2; float2 _DistortionSpeed1; float _Opacity; float _DistortionDiff; float _CenterFadeSoftness; float _CenterFadeSize; float _AlphaSoftness; float _DepthFade; float _CenterNoiseFadeSoftness; float _CenterNoiseFadeSize; float _NoiseSoftness2; float _NoiseSoftness1; float _DistortionAmount; float _DissolveSoftness; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Noise1; sampler2D _Noise; sampler2D _Alpha; sampler2D _Distortion; uniform float4 _CameraDepthTexture_TexelSize; VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord3 = screenPos; o.ase_texcoord2 = 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 ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = TransformWorldToHClip( positionWS ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_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_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_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 half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_Noise1 = IN.ase_texcoord2.xy * _Noise1_ST.xy + _Noise1_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _NoiseSpeed1 + uv_Noise1); float2 uv_Noise = IN.ase_texcoord2.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner24 = ( 1.0 * _Time.y * _NoiseSpeed + uv_Noise); float2 texCoord180 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult178 = smoothstep( _CenterNoiseFadeSize , ( _CenterNoiseFadeSize + _CenterNoiseFadeSoftness ) , length( ( texCoord180 * float2( 2,2 ) ) )); float CenterNoiseFade179 = smoothstepResult178; float lerpResult173 = lerp( 0.0 , ( ( tex2D( _Noise1, panner80 ).r + tex2D( _Noise, panner24 ).r ) / 2.0 ) , CenterNoiseFade179); float smoothstepResult11 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float4 lerpResult9 = lerp( _Color0 , _Color1 , smoothstepResult11); float2 uv_Alpha = IN.ase_texcoord2.xy * _Alpha_ST.xy + _Alpha_ST.zw; float2 uv_Distortion = IN.ase_texcoord2.xy * _Distortion_ST.xy + _Distortion_ST.zw; float2 panner107 = ( 1.0 * _Time.y * _DistortionSpeed1 + uv_Distortion); float2 texCoord116 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult120 = smoothstep( _CenterFadeSize , ( _CenterFadeSize + _CenterFadeSoftness ) , length( ( texCoord116 * float2( 2,2 ) ) )); float CenterFade126 = smoothstepResult120; float DistortionAmount115 = ( _DistortionAmount * CenterFade126 ); float3 unpack96 = UnpackNormalScale( tex2D( _Distortion, panner107 ), DistortionAmount115 ); unpack96.z = lerp( 1, unpack96.z, saturate(DistortionAmount115) ); float2 panner108 = ( 1.0 * _Time.y * _DistortionSpeed2 + ( uv_Distortion * _DistortionDiff )); float3 unpack103 = UnpackNormalScale( tex2D( _Distortion, panner108 ), DistortionAmount115 ); unpack103.z = lerp( 1, unpack103.z, saturate(DistortionAmount115) ); float2 DistortionOffset113 = ( (unpack96).xy + (unpack103).xy ); float smoothstepResult69 = smoothstep( 0.0 , _AlphaSoftness , tex2D( _Alpha, ( uv_Alpha + DistortionOffset113 ) ).r); float4 screenPos = IN.ase_texcoord3; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth50 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) ); float clampResult52 = clamp( distanceDepth50 , 0.0 , 1.0 ); float smoothstepResult58 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float clampResult86 = clamp( ( smoothstepResult69 - smoothstepResult58 ) , 0.0 , 1.0 ); float4 temp_output_13_0 = ( lerpResult9 * ( smoothstepResult69 * _Opacity * clampResult52 * clampResult86 ) * IN.ase_color ); float4 texCoord130 = IN.ase_texcoord2; texCoord130.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float temp_output_143_0 = ( 1.0 - ( length( (texCoord130).xy ) * 2.0 ) ); float DissolveHide156 = texCoord130.w; float smoothstepResult150 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveHide156 )); float DissolveShow139 = texCoord130.z; float smoothstepResult154 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveShow139 )); float clampResult148 = clamp( ( smoothstepResult150 + ( 1.0 - smoothstepResult154 ) ) , 0.0 , 1.0 ); float FinalDissolve146 = clampResult148; float clampResult134 = clamp( ( (temp_output_13_0).a - FinalDissolve146 ) , 0.0 , 1.0 ); float Alpha = clampResult134; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color0; float4 _Color1; float4 _Noise1_ST; float4 _Noise_ST; float4 _Alpha_ST; float4 _Distortion_ST; float2 _NoiseSpeed1; float2 _NoiseSpeed; float2 _DistortionSpeed2; float2 _DistortionSpeed1; float _Opacity; float _DistortionDiff; float _CenterFadeSoftness; float _CenterFadeSize; float _AlphaSoftness; float _DepthFade; float _CenterNoiseFadeSoftness; float _CenterNoiseFadeSize; float _NoiseSoftness2; float _NoiseSoftness1; float _DistortionAmount; float _DissolveSoftness; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Noise1; sampler2D _Noise; sampler2D _Alpha; sampler2D _Distortion; uniform float4 _CameraDepthTexture_TexelSize; int _ObjectId; int _PassValue; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord1 = screenPos; o.ase_texcoord = 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 ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; 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_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_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 half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 uv_Noise1 = IN.ase_texcoord.xy * _Noise1_ST.xy + _Noise1_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _NoiseSpeed1 + uv_Noise1); float2 uv_Noise = IN.ase_texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner24 = ( 1.0 * _Time.y * _NoiseSpeed + uv_Noise); float2 texCoord180 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult178 = smoothstep( _CenterNoiseFadeSize , ( _CenterNoiseFadeSize + _CenterNoiseFadeSoftness ) , length( ( texCoord180 * float2( 2,2 ) ) )); float CenterNoiseFade179 = smoothstepResult178; float lerpResult173 = lerp( 0.0 , ( ( tex2D( _Noise1, panner80 ).r + tex2D( _Noise, panner24 ).r ) / 2.0 ) , CenterNoiseFade179); float smoothstepResult11 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float4 lerpResult9 = lerp( _Color0 , _Color1 , smoothstepResult11); float2 uv_Alpha = IN.ase_texcoord.xy * _Alpha_ST.xy + _Alpha_ST.zw; float2 uv_Distortion = IN.ase_texcoord.xy * _Distortion_ST.xy + _Distortion_ST.zw; float2 panner107 = ( 1.0 * _Time.y * _DistortionSpeed1 + uv_Distortion); float2 texCoord116 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult120 = smoothstep( _CenterFadeSize , ( _CenterFadeSize + _CenterFadeSoftness ) , length( ( texCoord116 * float2( 2,2 ) ) )); float CenterFade126 = smoothstepResult120; float DistortionAmount115 = ( _DistortionAmount * CenterFade126 ); float3 unpack96 = UnpackNormalScale( tex2D( _Distortion, panner107 ), DistortionAmount115 ); unpack96.z = lerp( 1, unpack96.z, saturate(DistortionAmount115) ); float2 panner108 = ( 1.0 * _Time.y * _DistortionSpeed2 + ( uv_Distortion * _DistortionDiff )); float3 unpack103 = UnpackNormalScale( tex2D( _Distortion, panner108 ), DistortionAmount115 ); unpack103.z = lerp( 1, unpack103.z, saturate(DistortionAmount115) ); float2 DistortionOffset113 = ( (unpack96).xy + (unpack103).xy ); float smoothstepResult69 = smoothstep( 0.0 , _AlphaSoftness , tex2D( _Alpha, ( uv_Alpha + DistortionOffset113 ) ).r); float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth50 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) ); float clampResult52 = clamp( distanceDepth50 , 0.0 , 1.0 ); float smoothstepResult58 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float clampResult86 = clamp( ( smoothstepResult69 - smoothstepResult58 ) , 0.0 , 1.0 ); float4 temp_output_13_0 = ( lerpResult9 * ( smoothstepResult69 * _Opacity * clampResult52 * clampResult86 ) * IN.ase_color ); float4 texCoord130 = IN.ase_texcoord; texCoord130.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float temp_output_143_0 = ( 1.0 - ( length( (texCoord130).xy ) * 2.0 ) ); float DissolveHide156 = texCoord130.w; float smoothstepResult150 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveHide156 )); float DissolveShow139 = texCoord130.z; float smoothstepResult154 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveShow139 )); float clampResult148 = clamp( ( smoothstepResult150 + ( 1.0 - smoothstepResult154 ) ) , 0.0 , 1.0 ); float FinalDissolve146 = clampResult148; float clampResult134 = clamp( ( (temp_output_13_0).a - FinalDissolve146 ) , 0.0 , 1.0 ); surfaceDescription.Alpha = clampResult134; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color0; float4 _Color1; float4 _Noise1_ST; float4 _Noise_ST; float4 _Alpha_ST; float4 _Distortion_ST; float2 _NoiseSpeed1; float2 _NoiseSpeed; float2 _DistortionSpeed2; float2 _DistortionSpeed1; float _Opacity; float _DistortionDiff; float _CenterFadeSoftness; float _CenterFadeSize; float _AlphaSoftness; float _DepthFade; float _CenterNoiseFadeSoftness; float _CenterNoiseFadeSize; float _NoiseSoftness2; float _NoiseSoftness1; float _DistortionAmount; float _DissolveSoftness; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Noise1; sampler2D _Noise; sampler2D _Alpha; sampler2D _Distortion; uniform float4 _CameraDepthTexture_TexelSize; float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord1 = screenPos; o.ase_texcoord = 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 ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; 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_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_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 half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 uv_Noise1 = IN.ase_texcoord.xy * _Noise1_ST.xy + _Noise1_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _NoiseSpeed1 + uv_Noise1); float2 uv_Noise = IN.ase_texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner24 = ( 1.0 * _Time.y * _NoiseSpeed + uv_Noise); float2 texCoord180 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult178 = smoothstep( _CenterNoiseFadeSize , ( _CenterNoiseFadeSize + _CenterNoiseFadeSoftness ) , length( ( texCoord180 * float2( 2,2 ) ) )); float CenterNoiseFade179 = smoothstepResult178; float lerpResult173 = lerp( 0.0 , ( ( tex2D( _Noise1, panner80 ).r + tex2D( _Noise, panner24 ).r ) / 2.0 ) , CenterNoiseFade179); float smoothstepResult11 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float4 lerpResult9 = lerp( _Color0 , _Color1 , smoothstepResult11); float2 uv_Alpha = IN.ase_texcoord.xy * _Alpha_ST.xy + _Alpha_ST.zw; float2 uv_Distortion = IN.ase_texcoord.xy * _Distortion_ST.xy + _Distortion_ST.zw; float2 panner107 = ( 1.0 * _Time.y * _DistortionSpeed1 + uv_Distortion); float2 texCoord116 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult120 = smoothstep( _CenterFadeSize , ( _CenterFadeSize + _CenterFadeSoftness ) , length( ( texCoord116 * float2( 2,2 ) ) )); float CenterFade126 = smoothstepResult120; float DistortionAmount115 = ( _DistortionAmount * CenterFade126 ); float3 unpack96 = UnpackNormalScale( tex2D( _Distortion, panner107 ), DistortionAmount115 ); unpack96.z = lerp( 1, unpack96.z, saturate(DistortionAmount115) ); float2 panner108 = ( 1.0 * _Time.y * _DistortionSpeed2 + ( uv_Distortion * _DistortionDiff )); float3 unpack103 = UnpackNormalScale( tex2D( _Distortion, panner108 ), DistortionAmount115 ); unpack103.z = lerp( 1, unpack103.z, saturate(DistortionAmount115) ); float2 DistortionOffset113 = ( (unpack96).xy + (unpack103).xy ); float smoothstepResult69 = smoothstep( 0.0 , _AlphaSoftness , tex2D( _Alpha, ( uv_Alpha + DistortionOffset113 ) ).r); float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth50 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) ); float clampResult52 = clamp( distanceDepth50 , 0.0 , 1.0 ); float smoothstepResult58 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float clampResult86 = clamp( ( smoothstepResult69 - smoothstepResult58 ) , 0.0 , 1.0 ); float4 temp_output_13_0 = ( lerpResult9 * ( smoothstepResult69 * _Opacity * clampResult52 * clampResult86 ) * IN.ase_color ); float4 texCoord130 = IN.ase_texcoord; texCoord130.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float temp_output_143_0 = ( 1.0 - ( length( (texCoord130).xy ) * 2.0 ) ); float DissolveHide156 = texCoord130.w; float smoothstepResult150 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveHide156 )); float DissolveShow139 = texCoord130.z; float smoothstepResult154 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveShow139 )); float clampResult148 = clamp( ( smoothstepResult150 + ( 1.0 - smoothstepResult154 ) ) , 0.0 , 1.0 ); float FinalDissolve146 = clampResult148; float clampResult134 = clamp( ( (temp_output_13_0).a - FinalDissolve146 ) , 0.0 , 1.0 ); surfaceDescription.Alpha = clampResult134; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; outColor = _SelectionID; return outColor; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color0; float4 _Color1; float4 _Noise1_ST; float4 _Noise_ST; float4 _Alpha_ST; float4 _Distortion_ST; float2 _NoiseSpeed1; float2 _NoiseSpeed; float2 _DistortionSpeed2; float2 _DistortionSpeed1; float _Opacity; float _DistortionDiff; float _CenterFadeSoftness; float _CenterFadeSize; float _AlphaSoftness; float _DepthFade; float _CenterNoiseFadeSoftness; float _CenterNoiseFadeSize; float _NoiseSoftness2; float _NoiseSoftness1; float _DistortionAmount; float _DissolveSoftness; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Noise1; sampler2D _Noise; sampler2D _Alpha; sampler2D _Distortion; uniform float4 _CameraDepthTexture_TexelSize; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = screenPos; o.ase_texcoord1 = 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); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_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_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_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 half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 uv_Noise1 = IN.ase_texcoord1.xy * _Noise1_ST.xy + _Noise1_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _NoiseSpeed1 + uv_Noise1); float2 uv_Noise = IN.ase_texcoord1.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner24 = ( 1.0 * _Time.y * _NoiseSpeed + uv_Noise); float2 texCoord180 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult178 = smoothstep( _CenterNoiseFadeSize , ( _CenterNoiseFadeSize + _CenterNoiseFadeSoftness ) , length( ( texCoord180 * float2( 2,2 ) ) )); float CenterNoiseFade179 = smoothstepResult178; float lerpResult173 = lerp( 0.0 , ( ( tex2D( _Noise1, panner80 ).r + tex2D( _Noise, panner24 ).r ) / 2.0 ) , CenterNoiseFade179); float smoothstepResult11 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float4 lerpResult9 = lerp( _Color0 , _Color1 , smoothstepResult11); float2 uv_Alpha = IN.ase_texcoord1.xy * _Alpha_ST.xy + _Alpha_ST.zw; float2 uv_Distortion = IN.ase_texcoord1.xy * _Distortion_ST.xy + _Distortion_ST.zw; float2 panner107 = ( 1.0 * _Time.y * _DistortionSpeed1 + uv_Distortion); float2 texCoord116 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult120 = smoothstep( _CenterFadeSize , ( _CenterFadeSize + _CenterFadeSoftness ) , length( ( texCoord116 * float2( 2,2 ) ) )); float CenterFade126 = smoothstepResult120; float DistortionAmount115 = ( _DistortionAmount * CenterFade126 ); float3 unpack96 = UnpackNormalScale( tex2D( _Distortion, panner107 ), DistortionAmount115 ); unpack96.z = lerp( 1, unpack96.z, saturate(DistortionAmount115) ); float2 panner108 = ( 1.0 * _Time.y * _DistortionSpeed2 + ( uv_Distortion * _DistortionDiff )); float3 unpack103 = UnpackNormalScale( tex2D( _Distortion, panner108 ), DistortionAmount115 ); unpack103.z = lerp( 1, unpack103.z, saturate(DistortionAmount115) ); float2 DistortionOffset113 = ( (unpack96).xy + (unpack103).xy ); float smoothstepResult69 = smoothstep( 0.0 , _AlphaSoftness , tex2D( _Alpha, ( uv_Alpha + DistortionOffset113 ) ).r); 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 screenDepth50 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) ); float clampResult52 = clamp( distanceDepth50 , 0.0 , 1.0 ); float smoothstepResult58 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float clampResult86 = clamp( ( smoothstepResult69 - smoothstepResult58 ) , 0.0 , 1.0 ); float4 temp_output_13_0 = ( lerpResult9 * ( smoothstepResult69 * _Opacity * clampResult52 * clampResult86 ) * IN.ase_color ); float4 texCoord130 = IN.ase_texcoord1; texCoord130.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float temp_output_143_0 = ( 1.0 - ( length( (texCoord130).xy ) * 2.0 ) ); float DissolveHide156 = texCoord130.w; float smoothstepResult150 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveHide156 )); float DissolveShow139 = texCoord130.z; float smoothstepResult154 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveShow139 )); float clampResult148 = clamp( ( smoothstepResult150 + ( 1.0 - smoothstepResult154 ) ) , 0.0 , 1.0 ); float FinalDissolve146 = clampResult148; float clampResult134 = clamp( ( (temp_output_13_0).a - FinalDissolve146 ) , 0.0 , 1.0 ); surfaceDescription.Alpha = clampResult134; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } Pass { Name "DepthNormalsOnly" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define _RECEIVE_SHADOWS_OFF 1 #define ASE_SRP_VERSION 120108 #define REQUIRE_DEPTH_TEXTURE 1 #pragma exclude_renderers glcore gles gles3 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float3 normalWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color0; float4 _Color1; float4 _Noise1_ST; float4 _Noise_ST; float4 _Alpha_ST; float4 _Distortion_ST; float2 _NoiseSpeed1; float2 _NoiseSpeed; float2 _DistortionSpeed2; float2 _DistortionSpeed1; float _Opacity; float _DistortionDiff; float _CenterFadeSoftness; float _CenterFadeSize; float _AlphaSoftness; float _DepthFade; float _CenterNoiseFadeSoftness; float _CenterNoiseFadeSize; float _NoiseSoftness2; float _NoiseSoftness1; float _DistortionAmount; float _DissolveSoftness; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Noise1; sampler2D _Noise; sampler2D _Alpha; sampler2D _Distortion; uniform float4 _CameraDepthTexture_TexelSize; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); o.ase_texcoord2 = screenPos; o.ase_texcoord1 = 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); o.clipPos = TransformWorldToHClip(positionWS); o.normalWS.xyz = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_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_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_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 half4 frag(VertexOutput IN ) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 uv_Noise1 = IN.ase_texcoord1.xy * _Noise1_ST.xy + _Noise1_ST.zw; float2 panner80 = ( 1.0 * _Time.y * _NoiseSpeed1 + uv_Noise1); float2 uv_Noise = IN.ase_texcoord1.xy * _Noise_ST.xy + _Noise_ST.zw; float2 panner24 = ( 1.0 * _Time.y * _NoiseSpeed + uv_Noise); float2 texCoord180 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult178 = smoothstep( _CenterNoiseFadeSize , ( _CenterNoiseFadeSize + _CenterNoiseFadeSoftness ) , length( ( texCoord180 * float2( 2,2 ) ) )); float CenterNoiseFade179 = smoothstepResult178; float lerpResult173 = lerp( 0.0 , ( ( tex2D( _Noise1, panner80 ).r + tex2D( _Noise, panner24 ).r ) / 2.0 ) , CenterNoiseFade179); float smoothstepResult11 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float4 lerpResult9 = lerp( _Color0 , _Color1 , smoothstepResult11); float2 uv_Alpha = IN.ase_texcoord1.xy * _Alpha_ST.xy + _Alpha_ST.zw; float2 uv_Distortion = IN.ase_texcoord1.xy * _Distortion_ST.xy + _Distortion_ST.zw; float2 panner107 = ( 1.0 * _Time.y * _DistortionSpeed1 + uv_Distortion); float2 texCoord116 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float smoothstepResult120 = smoothstep( _CenterFadeSize , ( _CenterFadeSize + _CenterFadeSoftness ) , length( ( texCoord116 * float2( 2,2 ) ) )); float CenterFade126 = smoothstepResult120; float DistortionAmount115 = ( _DistortionAmount * CenterFade126 ); float3 unpack96 = UnpackNormalScale( tex2D( _Distortion, panner107 ), DistortionAmount115 ); unpack96.z = lerp( 1, unpack96.z, saturate(DistortionAmount115) ); float2 panner108 = ( 1.0 * _Time.y * _DistortionSpeed2 + ( uv_Distortion * _DistortionDiff )); float3 unpack103 = UnpackNormalScale( tex2D( _Distortion, panner108 ), DistortionAmount115 ); unpack103.z = lerp( 1, unpack103.z, saturate(DistortionAmount115) ); float2 DistortionOffset113 = ( (unpack96).xy + (unpack103).xy ); float smoothstepResult69 = smoothstep( 0.0 , _AlphaSoftness , tex2D( _Alpha, ( uv_Alpha + DistortionOffset113 ) ).r); 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 screenDepth50 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFade ) ); float clampResult52 = clamp( distanceDepth50 , 0.0 , 1.0 ); float smoothstepResult58 = smoothstep( _NoiseSoftness1 , _NoiseSoftness2 , lerpResult173); float clampResult86 = clamp( ( smoothstepResult69 - smoothstepResult58 ) , 0.0 , 1.0 ); float4 temp_output_13_0 = ( lerpResult9 * ( smoothstepResult69 * _Opacity * clampResult52 * clampResult86 ) * IN.ase_color ); float4 texCoord130 = IN.ase_texcoord1; texCoord130.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( -0.5,-0.5 ); float temp_output_143_0 = ( 1.0 - ( length( (texCoord130).xy ) * 2.0 ) ); float DissolveHide156 = texCoord130.w; float smoothstepResult150 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveHide156 )); float DissolveShow139 = texCoord130.z; float smoothstepResult154 = smoothstep( 0.0 , _DissolveSoftness , ( temp_output_143_0 + DissolveShow139 )); float clampResult148 = clamp( ( smoothstepResult150 + ( 1.0 - smoothstepResult154 ) ) , 0.0 , 1.0 ); float FinalDissolve146 = clampResult148; float clampResult134 = clamp( ( (temp_output_13_0).a - FinalDissolve146 ) , 0.0 , 1.0 ); surfaceDescription.Alpha = clampResult134; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif float3 normalWS = IN.normalWS; return half4(NormalizeNormalPerPixel(normalWS), 0.0); } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphUnlitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19105 Node;AmplifyShaderEditor.TextureCoordinatesNode;116;-5685.754,1356.721;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;-0.5,-0.5;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;122;-5408.754,1707.721;Inherit;False;Property;_CenterFadeSize;CenterFadeSize;17;0;Create;True;0;0;0;False;0;False;0;-0.12;-1;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;121;-5213.754,1926.721;Inherit;False;Property;_CenterFadeSoftness;CenterFadeSoftness;20;0;Create;True;0;0;0;False;0;False;0;0.813;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;119;-5381.754,1439.721;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;2,2;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleAddOpNode;123;-4925.754,1744.721;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LengthOpNode;117;-5038.754,1394.721;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;120;-4764.654,1474.621;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;126;-4600.664,1484.385;Inherit;False;CenterFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;97;-5240.932,1101.866;Inherit;False;Property;_DistortionAmount;DistortionAmount;13;0;Create;True;0;0;0;False;0;False;0;0.11;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;128;-4837.264,1282.885;Inherit;False;126;CenterFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;104;-4343.932,548.8658;Inherit;False;0;96;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;124;-4641.754,1187.721;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;105;-4226.932,781.8658;Inherit;False;Property;_DistortionDiff;DistortionDiff;14;0;Create;True;0;0;0;False;0;False;0;0.5;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;106;-3951.932,738.8658;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.Vector2Node;110;-4033.932,621.8658;Inherit;False;Property;_DistortionSpeed1;DistortionSpeed1;15;0;Create;True;0;0;0;False;0;False;0,0;0.05,0.05;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.RegisterLocalVarNode;115;-4423.754,1160.721;Inherit;False;DistortionAmount;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.Vector2Node;109;-4073.932,920.8658;Inherit;False;Property;_DistortionSpeed2;DistortionSpeed2;16;0;Create;True;0;0;0;False;0;False;0,0;-0.05,-0.05;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.GetLocalVarNode;125;-3691.754,677.7214;Inherit;False;115;DistortionAmount;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.PannerNode;107;-3686.932,466.8658;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.PannerNode;108;-3728.932,827.8658;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;180;-5612.182,2187.34;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;-0.5,-0.5;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;96;-3368.932,502.8658;Inherit;True;Property;_Distortion;Distortion;12;1;[Normal];Create;True;0;0;0;False;0;False;-1;None;3e642b290e1041c45bbd75a4ab51cba7;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;103;-3334.932,765.8658;Inherit;True;Property;_TextureSample0;Texture Sample 0;12;1;[Normal];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;True;Instance;96;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;175;-5308.182,2270.34;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;2,2;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode;176;-5335.182,2538.34;Inherit;False;Property;_CenterNoiseFadeSize;CenterNoiseFadeSize;18;0;Create;True;0;0;0;False;0;False;0;0.3;-1;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;174;-5140.182,2757.34;Inherit;False;Property;_CenterNoiseFadeSoftness;CenterNoiseFadeSoftness;19;0;Create;True;0;0;0;False;0;False;0;0.237;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.Vector2Node;77;-2841.709,-816.8359;Float;False;Property;_NoiseSpeed1;NoiseSpeed1;8;0;Create;True;0;0;0;False;0;False;0,1;0,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.Vector2Node;25;-2847.432,-213.9333;Float;False;Property;_NoiseSpeed;NoiseSpeed;9;0;Create;True;0;0;0;False;0;False;0,1;0,-0.4;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.TextureCoordinatesNode;130;-1196.339,933.6655;Inherit;False;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;-0.5,-0.5;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TextureCoordinatesNode;73;-3452.31,-984.9358;Inherit;False;0;81;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ComponentMaskNode;102;-3071.932,540.8658;Inherit;False;True;True;False;True;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ComponentMaskNode;111;-2994.932,773.8658;Inherit;False;True;True;False;True;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;38;-3349.032,-465.033;Inherit;False;0;2;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode;177;-4852.182,2575.34;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LengthOpNode;181;-4965.182,2225.34;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PannerNode;24;-2556.232,-321.8333;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleAddOpNode;112;-2788.932,643.8658;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ComponentMaskNode;138;-882.3936,843.4243;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.PannerNode;80;-2550.51,-924.736;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SmoothstepOpNode;178;-4691.082,2305.24;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.LengthOpNode;137;-613.3936,865.4243;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;81;-2320.446,-796.1949;Inherit;True;Property;_Noise1;Noise1;1;0;Create;True;0;0;0;False;0;False;-1;None;2140d5caeca76404cadd35cc48f45f10;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RegisterLocalVarNode;113;-2661.928,655.6635;Inherit;False;DistortionOffset;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SamplerNode;2;-2323.168,-487.2923;Inherit;True;Property;_Noise;Noise;0;0;Create;True;0;0;0;False;0;False;-1;None;2140d5caeca76404cadd35cc48f45f10;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode;83;-1923.311,-624.6215;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;179;-4527.092,2315.004;Inherit;False;CenterNoiseFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;99;-2024.932,101.8658;Inherit;False;0;3;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.GetLocalVarNode;114;-1911.048,366.9264;Inherit;False;113;DistortionOffset;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;140;-406.3936,879.4243;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;139;-921.3936,1054.424;Inherit;False;DissolveShow;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;172;-1772.186,-295.2176;Inherit;False;179;CenterNoiseFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;144;66.50624,1308.307;Inherit;False;139;DissolveShow;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode;84;-1654.311,-623.6215;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;100;-1684.932,181.8658;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.OneMinusNode;143;-5.142544,886.0292;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;156;-951.3989,1145.664;Inherit;False;DissolveHide;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;85;-1590.989,-149.8729;Float;False;Property;_NoiseSoftness1;NoiseSoftness1;6;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;67;-1306.498,383.3688;Float;False;Property;_AlphaSoftness;AlphaSoftness;11;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;173;-1301.186,-471.2176;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;12;-1612.519,1.120804;Float;False;Property;_NoiseSoftness2;NoiseSoftness2;7;0;Create;True;0;0;0;False;0;False;0;0.426;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;157;258.9907,1011.378;Inherit;False;156;DissolveHide;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;3;-1326,152;Inherit;True;Property;_Alpha;Alpha;2;0;Create;True;0;0;0;False;0;False;-1;None;a26f58b2a629a9c40bc2c333660368e6;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode;153;314.6746,1191.202;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;-1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;152;166.2071,1478.778;Inherit;False;Property;_DissolveSoftness;DissolveSoftness;21;0;Create;True;0;0;0;False;0;False;0;0.5;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;51;-1072.198,657.0425;Float;False;Property;_DepthFade;DepthFade;10;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;69;-979.498,177.3688;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;58;-995.1234,-104.3162;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;142;483.6064,874.4243;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;-1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;154;703.9354,1419.033;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode;162;965.053,1430.26;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;150;720.0172,1137.201;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;55;-641.1234,13.68384;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DepthFade;50;-884.198,589.0425;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;170;1115.807,1158.209;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode;86;-470.7563,69.42346;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode;11;-979.5187,-352.8792;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;4;-1147.8,-830.3;Float;False;Property;_Color0;Color 0;3;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;9.189589,3.045738,1.34376,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ColorNode;5;-1153.8,-674.3;Float;False;Property;_Color1;Color 1;4;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;55.06544,12.68523,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ClampOpNode;52;-576.198,573.0425;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;7;-836,407;Float;False;Property;_Opacity;Opacity;5;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;9;-647.9,-640.7999;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-192,324;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode;148;1206.606,922.4243;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.VertexColorNode;14;-113.519,112.1208;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;13;106.481,-47.87921;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;146;1363.606,871.4243;Inherit;False;FinalDissolve;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ComponentMaskNode;131;245.6064,198.4243;Inherit;False;False;False;False;True;1;0;COLOR;0,0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;147;149.6064,434.4243;Inherit;True;146;FinalDissolve;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;133;491.6064,229.4243;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ComponentMaskNode;129;309.661,-2.334534;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ClampOpNode;134;636.8465,194.4243;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;182;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;183;1077.945,-116.2239;Float;False;True;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;Knife/MuzzleFlash;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;23;Surface;1;638177635958034712; Blend;0;0;Two Sided;1;0;Forward Only;0;0;Cast Shadows;0;638177635963474716; Use Shadow Threshold;0;0;Receive Shadows;0;638177635973148665;GPU Instancing;1;638177635971186785;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;True;False;;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;184;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;185;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;186;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;187;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;188;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;189;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;190;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;191;1077.945,-116.2239;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0 WireConnection;119;0;116;0 WireConnection;123;0;122;0 WireConnection;123;1;121;0 WireConnection;117;0;119;0 WireConnection;120;0;117;0 WireConnection;120;1;122;0 WireConnection;120;2;123;0 WireConnection;126;0;120;0 WireConnection;124;0;97;0 WireConnection;124;1;128;0 WireConnection;106;0;104;0 WireConnection;106;1;105;0 WireConnection;115;0;124;0 WireConnection;107;0;104;0 WireConnection;107;2;110;0 WireConnection;108;0;106;0 WireConnection;108;2;109;0 WireConnection;96;1;107;0 WireConnection;96;5;125;0 WireConnection;103;1;108;0 WireConnection;103;5;125;0 WireConnection;175;0;180;0 WireConnection;102;0;96;0 WireConnection;111;0;103;0 WireConnection;177;0;176;0 WireConnection;177;1;174;0 WireConnection;181;0;175;0 WireConnection;24;0;38;0 WireConnection;24;2;25;0 WireConnection;112;0;102;0 WireConnection;112;1;111;0 WireConnection;138;0;130;0 WireConnection;80;0;73;0 WireConnection;80;2;77;0 WireConnection;178;0;181;0 WireConnection;178;1;176;0 WireConnection;178;2;177;0 WireConnection;137;0;138;0 WireConnection;81;1;80;0 WireConnection;113;0;112;0 WireConnection;2;1;24;0 WireConnection;83;0;81;1 WireConnection;83;1;2;1 WireConnection;179;0;178;0 WireConnection;140;0;137;0 WireConnection;139;0;130;3 WireConnection;84;0;83;0 WireConnection;100;0;99;0 WireConnection;100;1;114;0 WireConnection;143;0;140;0 WireConnection;156;0;130;4 WireConnection;173;1;84;0 WireConnection;173;2;172;0 WireConnection;3;1;100;0 WireConnection;153;0;143;0 WireConnection;153;1;144;0 WireConnection;69;0;3;1 WireConnection;69;2;67;0 WireConnection;58;0;173;0 WireConnection;58;1;85;0 WireConnection;58;2;12;0 WireConnection;142;0;143;0 WireConnection;142;1;157;0 WireConnection;154;0;153;0 WireConnection;154;2;152;0 WireConnection;162;0;154;0 WireConnection;150;0;142;0 WireConnection;150;2;152;0 WireConnection;55;0;69;0 WireConnection;55;1;58;0 WireConnection;50;0;51;0 WireConnection;170;0;150;0 WireConnection;170;1;162;0 WireConnection;86;0;55;0 WireConnection;11;0;173;0 WireConnection;11;1;85;0 WireConnection;11;2;12;0 WireConnection;52;0;50;0 WireConnection;9;0;4;0 WireConnection;9;1;5;0 WireConnection;9;2;11;0 WireConnection;8;0;69;0 WireConnection;8;1;7;0 WireConnection;8;2;52;0 WireConnection;8;3;86;0 WireConnection;148;0;170;0 WireConnection;13;0;9;0 WireConnection;13;1;8;0 WireConnection;13;2;14;0 WireConnection;146;0;148;0 WireConnection;131;0;13;0 WireConnection;133;0;131;0 WireConnection;133;1;147;0 WireConnection;129;0;13;0 WireConnection;134;0;133;0 WireConnection;183;2;129;0 WireConnection;183;3;134;0 ASEEND*/ //CHKSM=4F7D1CA95327DCEB9B107C5D7B862A84D9009B15