iFactory.Cutting.Unity/Assets/Plugins/Knife/PRO Effects FPS Muzzle flas.../Particles/Shaders/Particle Channel Packed Unl...

2681 lines
122 KiB
GLSL

// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Knife/Particle Channel Packed Unlit"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[ASEBegin]_Rows("Rows", Float) = 4
_Columns("Columns", Float) = 4
_Color("Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
[Toggle(_MAINTEXSMOOTHSTEP_ON)] _MainTexSmoothstep("MainTexSmoothstep", Float) = 0
_MainSoftnessMin("MainSoftnessMin", Range( 0 , 1)) = 0
_MainSoftnessMax("MainSoftnessMax", Range( 0 , 1)) = 1
_DepthSoftness("DepthSoftness", Float) = 1
[Toggle(_ALPHADISSOLVE_ON)] _AlphaDissolve("AlphaDissolve", Float) = 0
[HDR]_Emission("Emission", Color) = (0,0,0,0)
[Toggle(_EMISSIONDISSOLVE_ON)] _EmissionDissolve("EmissionDissolve", Float) = 0
_EmissionTex("EmissionTex", 2D) = "white" {}
_EmissionSpeed("EmissionSpeed", Vector) = (0,0,0,0)
_EmissionSoftness1("EmissionSoftness1", Range( 0 , 1)) = 0
_EmissionSoftness2("EmissionSoftness2", Range( 0 , 1)) = 0
[Toggle(_FINALALPHASMOOTHSTEP_ON)] _FinalAlphaSmoothstep("FinalAlphaSmoothstep", Float) = 0
_FinalAlphaSmoothstepMin("FinalAlphaSmoothstepMin", Range( 0 , 1)) = 0
_FinalAlphaSmoothstepMax("FinalAlphaSmoothstepMax", Range( 0 , 1)) = 1
[Toggle(_EMISSIONALPHA_ON)] _EmissionAlpha("EmissionAlpha", Float) = 0
[Toggle(_FINALEMISSIONSMOOTHSTEP_ON)] _FinalEmissionSmoothstep("FinalEmissionSmoothstep", Float) = 0
_FinalEmissionSmoothstepMin("FinalEmissionSmoothstepMin", Range( 0 , 1)) = 0
_FinalEmissionSmoothstepMax("FinalEmissionSmoothstepMax", Range( 0 , 1)) = 1
_EmissionSubValue("EmissionSubValue", Range( 0 , 1)) = 0
[ASEEnd][Toggle(_ALPHAEMISSIONDISSOLVESUB_ON)] _AlphaEmissionDissolveSub("Alpha Emission Dissolve Sub", Float) = 0
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
Cull Back
AlphaToMask Off
HLSLINCLUDE
#pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForwardOnly" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _RECEIVE_SHADOWS_OFF 1
#define ASE_SRP_VERSION 120108
#define REQUIRE_DEPTH_TEXTURE 1
#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma shader_feature _ _SAMPLE_GI
#pragma multi_compile _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature _EMISSIONALPHA_ON
#pragma shader_feature _EMISSIONDISSOLVE_ON
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
#pragma shader_feature _ALPHADISSOLVE_ON
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD2;
#endif
float4 ase_color : COLOR;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _Emission;
float4 _EmissionTex_ST;
float2 _EmissionSpeed;
float _EmissionSoftness1;
float _EmissionSoftness2;
float _DepthSoftness;
float _Columns;
float _Rows;
float _MainSoftnessMin;
float _MainSoftnessMax;
float _EmissionSubValue;
float _FinalEmissionSmoothstepMin;
float _FinalEmissionSmoothstepMax;
float _FinalAlphaSmoothstepMin;
float _FinalAlphaSmoothstepMax;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _EmissionTex;
uniform float4 _CameraDepthTexture_TexelSize;
sampler2D _MainTex;
VertexOutput VertexFunction ( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_color = v.ase_color;
o.ase_texcoord3 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( positionCS.z );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 texCoord170 = IN.ase_texcoord3;
texCoord170.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_cast_1 = (_EmissionSoftness1).xxxx;
float4 temp_cast_2 = (_EmissionSoftness2).xxxx;
float2 uv_EmissionTex = IN.ase_texcoord3.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex);
float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 ));
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
float depthFadeAlpha163 = clampResult146;
float4 texCoord3 = IN.ase_texcoord3;
texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float columns135 = _Columns;
float rows136 = _Rows;
float AnimFrame4 = round( texCoord3.z );
float temp_output_18_0 = ( columns135 * rows136 );
float ChannelFramesCount103 = temp_output_18_0;
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles98 = columns135 * rows136;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset98 = 1.0f / columns135;
float fbrowsoffset98 = 1.0f / rows136;
// Speed of animation
float fbspeed98 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
// Multiply Offset X by coloffset
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
// Multiply Offset Y by rowoffset
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
// UV Offset
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
// Flipbook UV
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
float4 temp_cast_3 = (_MainSoftnessMin).xxxx;
float4 temp_cast_4 = (_MainSoftnessMax).xxxx;
float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1);
#ifdef _MAINTEXSMOOTHSTEP_ON
float4 staticSwitch236 = smoothstepResult233;
#else
float4 staticSwitch236 = tex2DNode1;
#endif
float4 break152 = staticSwitch236;
float Frames126 = temp_output_18_0;
float temp_output_133_0 = ( Frames126 - 1.0 );
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
float lerp156 = smoothstepResult23;
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
float Frames243 = ( Frames126 * 2.0 );
float temp_output_123_0 = ( Frames243 - 1.0 );
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
float lerp257 = smoothstepResult24;
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
float Frames344 = ( Frames126 * 3.0 );
float temp_output_124_0 = ( Frames344 - 1.0 );
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
float lerp358 = smoothstepResult25;
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
#ifdef _ALPHADISSOLVE_ON
float staticSwitch159 = ( _Color.a * clampResult166 );
#else
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 );
#endif
float finalAlpha248 = staticSwitch159;
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
#else
float staticSwitch246 = texCoord170.w;
#endif
float4 temp_cast_5 = (staticSwitch246).xxxx;
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
#ifdef _EMISSIONDISSOLVE_ON
float4 staticSwitch177 = ( _Emission * clampResult197 );
#else
float4 staticSwitch177 = ( _Emission * texCoord170.w );
#endif
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
float staticSwitch278 = smoothstepResult258;
#else
float staticSwitch278 = staticSwitch159;
#endif
#ifdef _EMISSIONALPHA_ON
float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 );
#else
float4 staticSwitch240 = staticSwitch177;
#endif
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
#ifdef _FINALALPHASMOOTHSTEP_ON
float staticSwitch277 = smoothstepResult252;
#else
float staticSwitch277 = finalAlpha248;
#endif
float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277));
float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = temp_output_275_0.xyz;
float Alpha = (temp_output_275_0).w;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(IN.clipPos, Color);
#endif
#if defined(_ALPHAPREMULTIPLY_ON)
Color *= Alpha;
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _RECEIVE_SHADOWS_OFF 1
#define ASE_SRP_VERSION 120108
#define REQUIRE_DEPTH_TEXTURE 1
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature _EMISSIONALPHA_ON
#pragma shader_feature _EMISSIONDISSOLVE_ON
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
#pragma shader_feature _ALPHADISSOLVE_ON
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_color : COLOR;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _Emission;
float4 _EmissionTex_ST;
float2 _EmissionSpeed;
float _EmissionSoftness1;
float _EmissionSoftness2;
float _DepthSoftness;
float _Columns;
float _Rows;
float _MainSoftnessMin;
float _MainSoftnessMax;
float _EmissionSubValue;
float _FinalEmissionSmoothstepMin;
float _FinalEmissionSmoothstepMax;
float _FinalAlphaSmoothstepMin;
float _FinalAlphaSmoothstepMax;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _EmissionTex;
uniform float4 _CameraDepthTexture_TexelSize;
sampler2D _MainTex;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_color = v.ase_color;
o.ase_texcoord2 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
o.clipPos = TransformWorldToHClip( positionWS );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 texCoord170 = IN.ase_texcoord2;
texCoord170.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_cast_1 = (_EmissionSoftness1).xxxx;
float4 temp_cast_2 = (_EmissionSoftness2).xxxx;
float2 uv_EmissionTex = IN.ase_texcoord2.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex);
float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 ));
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
float depthFadeAlpha163 = clampResult146;
float4 texCoord3 = IN.ase_texcoord2;
texCoord3.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float columns135 = _Columns;
float rows136 = _Rows;
float AnimFrame4 = round( texCoord3.z );
float temp_output_18_0 = ( columns135 * rows136 );
float ChannelFramesCount103 = temp_output_18_0;
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles98 = columns135 * rows136;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset98 = 1.0f / columns135;
float fbrowsoffset98 = 1.0f / rows136;
// Speed of animation
float fbspeed98 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
// Multiply Offset X by coloffset
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
// Multiply Offset Y by rowoffset
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
// UV Offset
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
// Flipbook UV
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
float4 temp_cast_3 = (_MainSoftnessMin).xxxx;
float4 temp_cast_4 = (_MainSoftnessMax).xxxx;
float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1);
#ifdef _MAINTEXSMOOTHSTEP_ON
float4 staticSwitch236 = smoothstepResult233;
#else
float4 staticSwitch236 = tex2DNode1;
#endif
float4 break152 = staticSwitch236;
float Frames126 = temp_output_18_0;
float temp_output_133_0 = ( Frames126 - 1.0 );
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
float lerp156 = smoothstepResult23;
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
float Frames243 = ( Frames126 * 2.0 );
float temp_output_123_0 = ( Frames243 - 1.0 );
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
float lerp257 = smoothstepResult24;
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
float Frames344 = ( Frames126 * 3.0 );
float temp_output_124_0 = ( Frames344 - 1.0 );
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
float lerp358 = smoothstepResult25;
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
#ifdef _ALPHADISSOLVE_ON
float staticSwitch159 = ( _Color.a * clampResult166 );
#else
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 );
#endif
float finalAlpha248 = staticSwitch159;
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
#else
float staticSwitch246 = texCoord170.w;
#endif
float4 temp_cast_5 = (staticSwitch246).xxxx;
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
#ifdef _EMISSIONDISSOLVE_ON
float4 staticSwitch177 = ( _Emission * clampResult197 );
#else
float4 staticSwitch177 = ( _Emission * texCoord170.w );
#endif
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
float staticSwitch278 = smoothstepResult258;
#else
float staticSwitch278 = staticSwitch159;
#endif
#ifdef _EMISSIONALPHA_ON
float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 );
#else
float4 staticSwitch240 = staticSwitch177;
#endif
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
#ifdef _FINALALPHASMOOTHSTEP_ON
float staticSwitch277 = smoothstepResult252;
#else
float staticSwitch277 = finalAlpha248;
#endif
float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277));
float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 );
float Alpha = (temp_output_275_0).w;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _RECEIVE_SHADOWS_OFF 1
#define ASE_SRP_VERSION 120108
#define REQUIRE_DEPTH_TEXTURE 1
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature _EMISSIONALPHA_ON
#pragma shader_feature _EMISSIONDISSOLVE_ON
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
#pragma shader_feature _ALPHADISSOLVE_ON
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _Emission;
float4 _EmissionTex_ST;
float2 _EmissionSpeed;
float _EmissionSoftness1;
float _EmissionSoftness2;
float _DepthSoftness;
float _Columns;
float _Rows;
float _MainSoftnessMin;
float _MainSoftnessMax;
float _EmissionSubValue;
float _FinalEmissionSmoothstepMin;
float _FinalEmissionSmoothstepMax;
float _FinalAlphaSmoothstepMin;
float _FinalAlphaSmoothstepMax;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _EmissionTex;
uniform float4 _CameraDepthTexture_TexelSize;
sampler2D _MainTex;
int _ObjectId;
int _PassValue;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
o.clipPos = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord170 = IN.ase_texcoord;
texCoord170.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_cast_1 = (_EmissionSoftness1).xxxx;
float4 temp_cast_2 = (_EmissionSoftness2).xxxx;
float2 uv_EmissionTex = IN.ase_texcoord.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex);
float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 ));
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
float depthFadeAlpha163 = clampResult146;
float4 texCoord3 = IN.ase_texcoord;
texCoord3.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float columns135 = _Columns;
float rows136 = _Rows;
float AnimFrame4 = round( texCoord3.z );
float temp_output_18_0 = ( columns135 * rows136 );
float ChannelFramesCount103 = temp_output_18_0;
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles98 = columns135 * rows136;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset98 = 1.0f / columns135;
float fbrowsoffset98 = 1.0f / rows136;
// Speed of animation
float fbspeed98 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
// Multiply Offset X by coloffset
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
// Multiply Offset Y by rowoffset
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
// UV Offset
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
// Flipbook UV
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
float4 temp_cast_3 = (_MainSoftnessMin).xxxx;
float4 temp_cast_4 = (_MainSoftnessMax).xxxx;
float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1);
#ifdef _MAINTEXSMOOTHSTEP_ON
float4 staticSwitch236 = smoothstepResult233;
#else
float4 staticSwitch236 = tex2DNode1;
#endif
float4 break152 = staticSwitch236;
float Frames126 = temp_output_18_0;
float temp_output_133_0 = ( Frames126 - 1.0 );
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
float lerp156 = smoothstepResult23;
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
float Frames243 = ( Frames126 * 2.0 );
float temp_output_123_0 = ( Frames243 - 1.0 );
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
float lerp257 = smoothstepResult24;
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
float Frames344 = ( Frames126 * 3.0 );
float temp_output_124_0 = ( Frames344 - 1.0 );
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
float lerp358 = smoothstepResult25;
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
#ifdef _ALPHADISSOLVE_ON
float staticSwitch159 = ( _Color.a * clampResult166 );
#else
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 );
#endif
float finalAlpha248 = staticSwitch159;
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
#else
float staticSwitch246 = texCoord170.w;
#endif
float4 temp_cast_5 = (staticSwitch246).xxxx;
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
#ifdef _EMISSIONDISSOLVE_ON
float4 staticSwitch177 = ( _Emission * clampResult197 );
#else
float4 staticSwitch177 = ( _Emission * texCoord170.w );
#endif
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
float staticSwitch278 = smoothstepResult258;
#else
float staticSwitch278 = staticSwitch159;
#endif
#ifdef _EMISSIONALPHA_ON
float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 );
#else
float4 staticSwitch240 = staticSwitch177;
#endif
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
#ifdef _FINALALPHASMOOTHSTEP_ON
float staticSwitch277 = smoothstepResult252;
#else
float staticSwitch277 = finalAlpha248;
#endif
float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277));
float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 );
surfaceDescription.Alpha = (temp_output_275_0).w;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _RECEIVE_SHADOWS_OFF 1
#define ASE_SRP_VERSION 120108
#define REQUIRE_DEPTH_TEXTURE 1
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature _EMISSIONALPHA_ON
#pragma shader_feature _EMISSIONDISSOLVE_ON
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
#pragma shader_feature _ALPHADISSOLVE_ON
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _Emission;
float4 _EmissionTex_ST;
float2 _EmissionSpeed;
float _EmissionSoftness1;
float _EmissionSoftness2;
float _DepthSoftness;
float _Columns;
float _Rows;
float _MainSoftnessMin;
float _MainSoftnessMax;
float _EmissionSubValue;
float _FinalEmissionSmoothstepMin;
float _FinalEmissionSmoothstepMax;
float _FinalAlphaSmoothstepMin;
float _FinalAlphaSmoothstepMax;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _EmissionTex;
uniform float4 _CameraDepthTexture_TexelSize;
sampler2D _MainTex;
float4 _SelectionID;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
o.clipPos = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord170 = IN.ase_texcoord;
texCoord170.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_cast_1 = (_EmissionSoftness1).xxxx;
float4 temp_cast_2 = (_EmissionSoftness2).xxxx;
float2 uv_EmissionTex = IN.ase_texcoord.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex);
float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 ));
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
float depthFadeAlpha163 = clampResult146;
float4 texCoord3 = IN.ase_texcoord;
texCoord3.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float columns135 = _Columns;
float rows136 = _Rows;
float AnimFrame4 = round( texCoord3.z );
float temp_output_18_0 = ( columns135 * rows136 );
float ChannelFramesCount103 = temp_output_18_0;
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles98 = columns135 * rows136;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset98 = 1.0f / columns135;
float fbrowsoffset98 = 1.0f / rows136;
// Speed of animation
float fbspeed98 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
// Multiply Offset X by coloffset
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
// Multiply Offset Y by rowoffset
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
// UV Offset
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
// Flipbook UV
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
float4 temp_cast_3 = (_MainSoftnessMin).xxxx;
float4 temp_cast_4 = (_MainSoftnessMax).xxxx;
float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1);
#ifdef _MAINTEXSMOOTHSTEP_ON
float4 staticSwitch236 = smoothstepResult233;
#else
float4 staticSwitch236 = tex2DNode1;
#endif
float4 break152 = staticSwitch236;
float Frames126 = temp_output_18_0;
float temp_output_133_0 = ( Frames126 - 1.0 );
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
float lerp156 = smoothstepResult23;
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
float Frames243 = ( Frames126 * 2.0 );
float temp_output_123_0 = ( Frames243 - 1.0 );
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
float lerp257 = smoothstepResult24;
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
float Frames344 = ( Frames126 * 3.0 );
float temp_output_124_0 = ( Frames344 - 1.0 );
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
float lerp358 = smoothstepResult25;
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
#ifdef _ALPHADISSOLVE_ON
float staticSwitch159 = ( _Color.a * clampResult166 );
#else
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 );
#endif
float finalAlpha248 = staticSwitch159;
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
#else
float staticSwitch246 = texCoord170.w;
#endif
float4 temp_cast_5 = (staticSwitch246).xxxx;
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
#ifdef _EMISSIONDISSOLVE_ON
float4 staticSwitch177 = ( _Emission * clampResult197 );
#else
float4 staticSwitch177 = ( _Emission * texCoord170.w );
#endif
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
float staticSwitch278 = smoothstepResult258;
#else
float staticSwitch278 = staticSwitch159;
#endif
#ifdef _EMISSIONALPHA_ON
float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 );
#else
float4 staticSwitch240 = staticSwitch177;
#endif
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
#ifdef _FINALALPHASMOOTHSTEP_ON
float staticSwitch277 = smoothstepResult252;
#else
float staticSwitch277 = finalAlpha248;
#endif
float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277));
float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 );
surfaceDescription.Alpha = (temp_output_275_0).w;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormalsOnly" }
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _RECEIVE_SHADOWS_OFF 1
#define ASE_SRP_VERSION 120108
#define REQUIRE_DEPTH_TEXTURE 1
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature _EMISSIONALPHA_ON
#pragma shader_feature _EMISSIONDISSOLVE_ON
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
#pragma shader_feature _ALPHADISSOLVE_ON
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _Emission;
float4 _EmissionTex_ST;
float2 _EmissionSpeed;
float _EmissionSoftness1;
float _EmissionSoftness2;
float _DepthSoftness;
float _Columns;
float _Rows;
float _MainSoftnessMin;
float _MainSoftnessMax;
float _EmissionSubValue;
float _FinalEmissionSmoothstepMin;
float _FinalEmissionSmoothstepMax;
float _FinalAlphaSmoothstepMin;
float _FinalAlphaSmoothstepMax;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _EmissionTex;
uniform float4 _CameraDepthTexture_TexelSize;
sampler2D _MainTex;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_color = v.ase_color;
o.ase_texcoord1 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
o.clipPos = TransformWorldToHClip(positionWS);
o.normalWS.xyz = normalWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord170 = IN.ase_texcoord1;
texCoord170.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_cast_1 = (_EmissionSoftness1).xxxx;
float4 temp_cast_2 = (_EmissionSoftness2).xxxx;
float2 uv_EmissionTex = IN.ase_texcoord1.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex);
float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 ));
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
float depthFadeAlpha163 = clampResult146;
float4 texCoord3 = IN.ase_texcoord1;
texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float columns135 = _Columns;
float rows136 = _Rows;
float AnimFrame4 = round( texCoord3.z );
float temp_output_18_0 = ( columns135 * rows136 );
float ChannelFramesCount103 = temp_output_18_0;
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles98 = columns135 * rows136;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset98 = 1.0f / columns135;
float fbrowsoffset98 = 1.0f / rows136;
// Speed of animation
float fbspeed98 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
// Multiply Offset X by coloffset
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
// Multiply Offset Y by rowoffset
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
// UV Offset
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
// Flipbook UV
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
float4 temp_cast_3 = (_MainSoftnessMin).xxxx;
float4 temp_cast_4 = (_MainSoftnessMax).xxxx;
float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1);
#ifdef _MAINTEXSMOOTHSTEP_ON
float4 staticSwitch236 = smoothstepResult233;
#else
float4 staticSwitch236 = tex2DNode1;
#endif
float4 break152 = staticSwitch236;
float Frames126 = temp_output_18_0;
float temp_output_133_0 = ( Frames126 - 1.0 );
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
float lerp156 = smoothstepResult23;
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
float Frames243 = ( Frames126 * 2.0 );
float temp_output_123_0 = ( Frames243 - 1.0 );
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
float lerp257 = smoothstepResult24;
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
float Frames344 = ( Frames126 * 3.0 );
float temp_output_124_0 = ( Frames344 - 1.0 );
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
float lerp358 = smoothstepResult25;
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
#ifdef _ALPHADISSOLVE_ON
float staticSwitch159 = ( _Color.a * clampResult166 );
#else
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 );
#endif
float finalAlpha248 = staticSwitch159;
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
#else
float staticSwitch246 = texCoord170.w;
#endif
float4 temp_cast_5 = (staticSwitch246).xxxx;
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
#ifdef _EMISSIONDISSOLVE_ON
float4 staticSwitch177 = ( _Emission * clampResult197 );
#else
float4 staticSwitch177 = ( _Emission * texCoord170.w );
#endif
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
float staticSwitch278 = smoothstepResult258;
#else
float staticSwitch278 = staticSwitch159;
#endif
#ifdef _EMISSIONALPHA_ON
float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 );
#else
float4 staticSwitch240 = staticSwitch177;
#endif
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
#ifdef _FINALALPHASMOOTHSTEP_ON
float staticSwitch277 = smoothstepResult252;
#else
float staticSwitch277 = finalAlpha248;
#endif
float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277));
float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 );
surfaceDescription.Alpha = (temp_output_275_0).w;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
float3 normalWS = IN.normalWS;
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
}
ENDHLSL
}
Pass
{
Name "DepthNormalsOnly"
Tags { "LightMode"="DepthNormalsOnly" }
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define _RECEIVE_SHADOWS_OFF 1
#define ASE_SRP_VERSION 120108
#define REQUIRE_DEPTH_TEXTURE 1
#pragma exclude_renderers glcore gles gles3
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature _EMISSIONALPHA_ON
#pragma shader_feature _EMISSIONDISSOLVE_ON
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
#pragma shader_feature _ALPHADISSOLVE_ON
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float4 _Emission;
float4 _EmissionTex_ST;
float2 _EmissionSpeed;
float _EmissionSoftness1;
float _EmissionSoftness2;
float _DepthSoftness;
float _Columns;
float _Rows;
float _MainSoftnessMin;
float _MainSoftnessMax;
float _EmissionSubValue;
float _FinalEmissionSmoothstepMin;
float _FinalEmissionSmoothstepMax;
float _FinalAlphaSmoothstepMin;
float _FinalAlphaSmoothstepMax;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _EmissionTex;
uniform float4 _CameraDepthTexture_TexelSize;
sampler2D _MainTex;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_color = v.ase_color;
o.ase_texcoord1 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
o.clipPos = TransformWorldToHClip(positionWS);
o.normalWS.xyz = normalWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord170 = IN.ase_texcoord1;
texCoord170.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float4 temp_cast_1 = (_EmissionSoftness1).xxxx;
float4 temp_cast_2 = (_EmissionSoftness2).xxxx;
float2 uv_EmissionTex = IN.ase_texcoord1.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + uv_EmissionTex);
float4 smoothstepResult193 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _EmissionTex, panner238 ));
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
float depthFadeAlpha163 = clampResult146;
float4 texCoord3 = IN.ase_texcoord1;
texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float columns135 = _Columns;
float rows136 = _Rows;
float AnimFrame4 = round( texCoord3.z );
float temp_output_18_0 = ( columns135 * rows136 );
float ChannelFramesCount103 = temp_output_18_0;
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles98 = columns135 * rows136;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset98 = 1.0f / columns135;
float fbrowsoffset98 = 1.0f / rows136;
// Speed of animation
float fbspeed98 = _Time[ 1 ] * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
// Multiply Offset X by coloffset
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
// Multiply Offset Y by rowoffset
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
// UV Offset
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
// Flipbook UV
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
// *** END Flipbook UV Animation vars ***
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
float4 temp_cast_3 = (_MainSoftnessMin).xxxx;
float4 temp_cast_4 = (_MainSoftnessMax).xxxx;
float4 smoothstepResult233 = smoothstep( temp_cast_3 , temp_cast_4 , tex2DNode1);
#ifdef _MAINTEXSMOOTHSTEP_ON
float4 staticSwitch236 = smoothstepResult233;
#else
float4 staticSwitch236 = tex2DNode1;
#endif
float4 break152 = staticSwitch236;
float Frames126 = temp_output_18_0;
float temp_output_133_0 = ( Frames126 - 1.0 );
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
float lerp156 = smoothstepResult23;
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
float Frames243 = ( Frames126 * 2.0 );
float temp_output_123_0 = ( Frames243 - 1.0 );
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
float lerp257 = smoothstepResult24;
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
float Frames344 = ( Frames126 * 3.0 );
float temp_output_124_0 = ( Frames344 - 1.0 );
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
float lerp358 = smoothstepResult25;
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
float clampResult166 = clamp( ( ( depthFadeAlpha163 * lerpResult22 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
#ifdef _ALPHADISSOLVE_ON
float staticSwitch159 = ( _Color.a * clampResult166 );
#else
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * lerpResult22 );
#endif
float finalAlpha248 = staticSwitch159;
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
#else
float staticSwitch246 = texCoord170.w;
#endif
float4 temp_cast_5 = (staticSwitch246).xxxx;
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_5 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
#ifdef _EMISSIONDISSOLVE_ON
float4 staticSwitch177 = ( _Emission * clampResult197 );
#else
float4 staticSwitch177 = ( _Emission * texCoord170.w );
#endif
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
float staticSwitch278 = smoothstepResult258;
#else
float staticSwitch278 = staticSwitch159;
#endif
#ifdef _EMISSIONALPHA_ON
float4 staticSwitch240 = ( staticSwitch278 * staticSwitch177 );
#else
float4 staticSwitch240 = staticSwitch177;
#endif
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
#ifdef _FINALALPHASMOOTHSTEP_ON
float staticSwitch277 = smoothstepResult252;
#else
float staticSwitch277 = finalAlpha248;
#endif
float4 appendResult273 = (float4((staticSwitch240).rgb , staticSwitch277));
float4 temp_output_275_0 = ( float4( (( (_Color).rgb * (IN.ase_color).rgb )).xyz , 0.0 ) + appendResult273 );
surfaceDescription.Alpha = (temp_output_275_0).w;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
float3 normalWS = IN.normalWS;
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
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