4755 lines
198 KiB
GLSL
4755 lines
198 KiB
GLSL
// Made with Amplify Shader Editor v1.9.1.5
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Knife/Particle Channel Packed"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[ASEBegin]_Rows("Rows", Float) = 4
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_Columns("Columns", Float) = 4
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("MainTex", 2D) = "white" {}
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[Toggle(_MAINTEXSMOOTHSTEP_ON)] _MainTexSmoothstep("MainTexSmoothstep", Float) = 0
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_MainSoftnessMin("MainSoftnessMin", Range( 0 , 1)) = 0
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_MainSoftnessMax("MainSoftnessMax", Range( 0 , 1)) = 1
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_AlphaSoftness("AlphaSoftness", Range( 0 , 1)) = 0
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_DepthSoftness("DepthSoftness", Float) = 1
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[Toggle(_ALPHADISSOLVE_ON)] _AlphaDissolve("AlphaDissolve", Float) = 0
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[HDR]_Emission("Emission", Color) = (0,0,0,0)
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[Toggle(_EMISSIONDISSOLVE_ON)] _EmissionDissolve("EmissionDissolve", Float) = 0
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_EmissionTex("EmissionTex", 2D) = "white" {}
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_EmissionSoftness1("EmissionSoftness1", Range( 0 , 1)) = 0
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_EmissionSoftness2("EmissionSoftness2", Range( 0 , 1)) = 0
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[Toggle(_FINALALPHASMOOTHSTEP_ON)] _FinalAlphaSmoothstep("FinalAlphaSmoothstep", Float) = 0
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_FinalAlphaSmoothstepMin("FinalAlphaSmoothstepMin", Range( 0 , 1)) = 0
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_FinalAlphaSmoothstepMax("FinalAlphaSmoothstepMax", Range( 0 , 1)) = 1
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[Toggle(_EMISSIONALPHA_ON)] _EmissionAlpha("EmissionAlpha", Float) = 0
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[Toggle(_FINALEMISSIONSMOOTHSTEP_ON)] _FinalEmissionSmoothstep("FinalEmissionSmoothstep", Float) = 0
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_FinalEmissionSmoothstepMin("FinalEmissionSmoothstepMin", Range( 0 , 1)) = 0
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_FinalEmissionSmoothstepMax("FinalEmissionSmoothstepMax", Range( 0 , 1)) = 1
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[Toggle(_NORMALMAPENABLED_ON)] _NormalMapEnabled("Normal Map Enabled", Float) = 0
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_NormalMap("NormalMap", 2D) = "bump" {}
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_NormalScale("NormalScale", Float) = 0
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_EmissionSubValue("EmissionSubValue", Range( 0 , 1)) = 0
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[Toggle(_ALPHAEMISSIONDISSOLVESUB_ON)] _AlphaEmissionDissolveSub("Alpha Emission Dissolve Sub", Float) = 0
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_EmissionSpeed("EmissionSpeed", Vector) = (0,0,0,0)
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[Toggle(_ELIMINATEEMISSIONROTATION_ON)] _EliminateEmissionRotation("EliminateEmissionRotation", Float) = 0
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[ASEEnd][Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Float) = 2
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
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Cull [_CullMode]
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 3.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 120108
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#define REQUIRE_DEPTH_TEXTURE 1
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_FRAG_COLOR
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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#pragma shader_feature _NORMALMAPENABLED_ON
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#pragma shader_feature _EMISSIONALPHA_ON
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#pragma shader_feature _EMISSIONDISSOLVE_ON
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#pragma shader_feature _ELIMINATEEMISSIONROTATION_ON
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#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
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#pragma shader_feature _ALPHADISSOLVE_ON
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#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
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#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
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#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD7;
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#endif
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float4 ase_color : COLOR;
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float4 ase_texcoord8 : TEXCOORD8;
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float4 ase_texcoord9 : TEXCOORD9;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _EmissionTex_ST;
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float4 _Color;
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float4 _Emission;
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float2 _EmissionSpeed;
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float _FinalEmissionSmoothstepMax;
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float _FinalEmissionSmoothstepMin;
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float _EmissionSubValue;
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float _MainSoftnessMax;
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float _MainSoftnessMin;
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float _AlphaSoftness;
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float _CullMode;
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float _FinalAlphaSmoothstepMin;
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float _EmissionSoftness2;
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float _EmissionSoftness1;
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float _NormalScale;
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float _Rows;
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float _Columns;
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float _DepthSoftness;
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float _FinalAlphaSmoothstepMax;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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// Property used by ScenePickingPass
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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// Properties used by SceneSelectionPass
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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sampler2D _NormalMap;
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sampler2D _EmissionTex;
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uniform float4 _CameraDepthTexture_TexelSize;
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sampler2D _MainTex;
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
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//#ifdef HAVE_VFX_MODIFICATION
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
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//#endif
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.ase_color = v.ase_color;
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o.ase_texcoord8 = v.texcoord;
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o.ase_texcoord9.xy = v.texcoord1.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord9.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float3 positionVS = TransformWorldToView( positionWS );
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float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.ase_color = v.ase_color;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 texCoord232 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float4 texCoord3 = IN.ase_texcoord8;
|
|
texCoord3.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 );
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 );
|
|
float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 );
|
|
// Speed of animation
|
|
float fbspeed223 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) );
|
|
fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx223 = fblinearindextox223 * fbcolsoffset223;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety223 = fblinearindextoy223 * fbrowsoffset223;
|
|
// UV Offset
|
|
float2 fboffset223 = float2(fboffsetx223, fboffsety223);
|
|
// Flipbook UV
|
|
half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale );
|
|
unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) );
|
|
#ifdef _NORMALMAPENABLED_ON
|
|
float3 staticSwitch221 = unpack222;
|
|
#else
|
|
float3 staticSwitch221 = float3(0,0,1);
|
|
#endif
|
|
float3 normals206 = staticSwitch221;
|
|
|
|
float4 texCoord170 = IN.ase_texcoord8;
|
|
texCoord170.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_cast_0 = (_EmissionSoftness1).xxxx;
|
|
float4 temp_cast_1 = (_EmissionSoftness2).xxxx;
|
|
float2 uv_EmissionTex = IN.ase_texcoord8.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
|
|
float2 texCoord278 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 appendResult283 = (float2(texCoord278.y , texCoord278.y));
|
|
float cos277 = cos( texCoord278.x );
|
|
float sin277 = sin( texCoord278.x );
|
|
float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 );
|
|
#ifdef _ELIMINATEEMISSIONROTATION_ON
|
|
float2 staticSwitch279 = rotator277;
|
|
#else
|
|
float2 staticSwitch279 = uv_EmissionTex;
|
|
#endif
|
|
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279);
|
|
float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 ));
|
|
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_2 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_3 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
|
|
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
|
|
#else
|
|
float staticSwitch246 = texCoord170.w;
|
|
#endif
|
|
float4 temp_cast_4 = (staticSwitch246).xxxx;
|
|
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
#ifdef _EMISSIONDISSOLVE_ON
|
|
float4 staticSwitch177 = ( _Emission * clampResult197 );
|
|
#else
|
|
float4 staticSwitch177 = ( _Emission * texCoord170.w );
|
|
#endif
|
|
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
|
|
float staticSwitch276 = smoothstepResult258;
|
|
#else
|
|
float staticSwitch276 = staticSwitch159;
|
|
#endif
|
|
#ifdef _EMISSIONALPHA_ON
|
|
float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 );
|
|
#else
|
|
float4 staticSwitch240 = staticSwitch177;
|
|
#endif
|
|
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz;
|
|
float3 Normal = normals206;
|
|
float3 Emission = staticSwitch240.rgb;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = 0.5;
|
|
float Occlusion = 1;
|
|
float Alpha = staticSwitch275;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
inputData.shadowCoord = ShadowCoords;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
|
#else
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData);
|
|
#endif
|
|
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
|
color.rgb += BaseColor * mainTransmission;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
|
color.rgb += BaseColor * transmission;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += BaseColor * mainTranslucency * strength;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += BaseColor * translucency * strength;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord3 = v.ase_texcoord;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = clipPos;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 screenPos = IN.ase_texcoord2;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float4 texCoord3 = IN.ase_texcoord3;
|
|
texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
// Speed of animation
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
// UV Offset
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
// Flipbook UV
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_0 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_1 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
float Alpha = staticSwitch275;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord3 = v.ase_texcoord;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 screenPos = IN.ase_texcoord2;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float4 texCoord3 = IN.ase_texcoord3;
|
|
texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
// Speed of animation
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
// UV Offset
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
// Flipbook UV
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_0 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_1 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
float Alpha = staticSwitch275;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#pragma shader_feature _EMISSIONALPHA_ON
|
|
#pragma shader_feature _EMISSIONDISSOLVE_ON
|
|
#pragma shader_feature _ELIMINATEEMISSIONROTATION_ON
|
|
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD2;
|
|
float4 LightCoord : TEXCOORD3;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _EmissionTex;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord6 = screenPos;
|
|
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord4 = v.texcoord0;
|
|
o.ase_texcoord5.xy = v.texcoord1.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord5.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
|
|
o.VizUV = float4(VizUV, 0, 0);
|
|
o.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.texcoord0 = v.texcoord0;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.ase_color = v.ase_color;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float4 texCoord170 = IN.ase_texcoord4;
|
|
texCoord170.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_cast_0 = (_EmissionSoftness1).xxxx;
|
|
float4 temp_cast_1 = (_EmissionSoftness2).xxxx;
|
|
float2 uv_EmissionTex = IN.ase_texcoord4.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
|
|
float2 texCoord278 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 appendResult283 = (float2(texCoord278.y , texCoord278.y));
|
|
float cos277 = cos( texCoord278.x );
|
|
float sin277 = sin( texCoord278.x );
|
|
float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 );
|
|
#ifdef _ELIMINATEEMISSIONROTATION_ON
|
|
float2 staticSwitch279 = rotator277;
|
|
#else
|
|
float2 staticSwitch279 = uv_EmissionTex;
|
|
#endif
|
|
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279);
|
|
float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 ));
|
|
float4 screenPos = IN.ase_texcoord6;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float4 texCoord3 = IN.ase_texcoord4;
|
|
texCoord3.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
// Speed of animation
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
// UV Offset
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
// Flipbook UV
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_2 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_3 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
|
|
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
|
|
#else
|
|
float staticSwitch246 = texCoord170.w;
|
|
#endif
|
|
float4 temp_cast_4 = (staticSwitch246).xxxx;
|
|
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
#ifdef _EMISSIONDISSOLVE_ON
|
|
float4 staticSwitch177 = ( _Emission * clampResult197 );
|
|
#else
|
|
float4 staticSwitch177 = ( _Emission * texCoord170.w );
|
|
#endif
|
|
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
|
|
float staticSwitch276 = smoothstepResult258;
|
|
#else
|
|
float staticSwitch276 = staticSwitch159;
|
|
#endif
|
|
#ifdef _EMISSIONALPHA_ON
|
|
float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 );
|
|
#else
|
|
float4 staticSwitch240 = staticSwitch177;
|
|
#endif
|
|
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz;
|
|
float3 Emission = staticSwitch240.rgb;
|
|
float Alpha = staticSwitch275;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = IN.VizUV.xy;
|
|
metaInput.LightCoord = IN.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite Off
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord2 = screenPos;
|
|
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord3 = v.ase_texcoord;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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 screenPos = IN.ase_texcoord2;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float4 texCoord3 = IN.ase_texcoord3;
|
|
texCoord3.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
// Speed of animation
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
// UV Offset
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
// Flipbook UV
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_0 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_1 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz;
|
|
float Alpha = staticSwitch275;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#pragma shader_feature _NORMALMAPENABLED_ON
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float3 worldNormal : TEXCOORD2;
|
|
float4 worldTangent : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord5 = screenPos;
|
|
|
|
o.ase_texcoord4 = v.ase_texcoord;
|
|
o.ase_color = v.ase_color;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
|
|
float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w);
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.worldNormal = normalWS;
|
|
o.worldTangent = tangentWS;
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_color = v.ase_color;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float3 WorldNormal = IN.worldNormal;
|
|
float4 WorldTangent = IN.worldTangent;
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 texCoord232 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float4 texCoord3 = IN.ase_texcoord4;
|
|
texCoord3.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 );
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 );
|
|
float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 );
|
|
// Speed of animation
|
|
float fbspeed223 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) );
|
|
fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx223 = fblinearindextox223 * fbcolsoffset223;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety223 = fblinearindextoy223 * fbrowsoffset223;
|
|
// UV Offset
|
|
float2 fboffset223 = float2(fboffsetx223, fboffsety223);
|
|
// Flipbook UV
|
|
half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale );
|
|
unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) );
|
|
#ifdef _NORMALMAPENABLED_ON
|
|
float3 staticSwitch221 = unpack222;
|
|
#else
|
|
float3 staticSwitch221 = float3(0,0,1);
|
|
#endif
|
|
float3 normals206 = staticSwitch221;
|
|
|
|
float4 screenPos = IN.ase_texcoord5;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_0 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_1 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
float3 Normal = normals206;
|
|
float Alpha = staticSwitch275;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
return half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
|
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = WorldNormal;
|
|
#endif
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite Off
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
#pragma shader_feature _NORMALMAPENABLED_ON
|
|
#pragma shader_feature _EMISSIONALPHA_ON
|
|
#pragma shader_feature _EMISSIONDISSOLVE_ON
|
|
#pragma shader_feature _ELIMINATEEMISSIONROTATION_ON
|
|
#pragma shader_feature _ALPHAEMISSIONDISSOLVESUB_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
#pragma shader_feature _FINALEMISSIONSMOOTHSTEP_ON
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD0;
|
|
half4 fogFactorAndVertexLight : TEXCOORD1;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
float4 tSpace0 : TEXCOORD3;
|
|
float4 tSpace1 : TEXCOORD4;
|
|
float4 tSpace2 : TEXCOORD5;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 screenPos : TEXCOORD6;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD7;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord8 : TEXCOORD8;
|
|
float4 ase_texcoord9 : TEXCOORD9;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _EmissionTex;
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord8 = v.texcoord;
|
|
o.ase_texcoord9.xy = v.texcoord1.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord9.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
|
|
o.fogFactorAndVertexLight = half4(0, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.ase_color = v.ase_color;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
FragmentOutput frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#else
|
|
ShadowCoords = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 texCoord232 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float4 texCoord3 = IN.ase_texcoord8;
|
|
texCoord3.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles223 = ( columns135 * 2.0 ) * ( rows136 * 2.0 );
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset223 = 1.0f / ( columns135 * 2.0 );
|
|
float fbrowsoffset223 = 1.0f / ( rows136 * 2.0 );
|
|
// Speed of animation
|
|
float fbspeed223 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling223 = float2(fbcolsoffset223, fbrowsoffset223);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex223 = round( fmod( fbspeed223 + AnimFrame4, fbtotaltiles223) );
|
|
fbcurrenttileindex223 += ( fbcurrenttileindex223 < 0) ? fbtotaltiles223 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox223 = round ( fmod ( fbcurrenttileindex223, ( columns135 * 2.0 ) ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx223 = fblinearindextox223 * fbcolsoffset223;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy223 = round( fmod( ( fbcurrenttileindex223 - fblinearindextox223 ) / ( columns135 * 2.0 ), ( rows136 * 2.0 ) ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy223 = (int)(( rows136 * 2.0 )-1) - fblinearindextoy223;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety223 = fblinearindextoy223 * fbrowsoffset223;
|
|
// UV Offset
|
|
float2 fboffset223 = float2(fboffsetx223, fboffsety223);
|
|
// Flipbook UV
|
|
half2 fbuv223 = texCoord232 * fbtiling223 + fboffset223;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float3 unpack222 = UnpackNormalScale( tex2D( _NormalMap, fbuv223 ), _NormalScale );
|
|
unpack222.z = lerp( 1, unpack222.z, saturate(_NormalScale) );
|
|
#ifdef _NORMALMAPENABLED_ON
|
|
float3 staticSwitch221 = unpack222;
|
|
#else
|
|
float3 staticSwitch221 = float3(0,0,1);
|
|
#endif
|
|
float3 normals206 = staticSwitch221;
|
|
|
|
float4 texCoord170 = IN.ase_texcoord8;
|
|
texCoord170.xy = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float4 temp_cast_0 = (_EmissionSoftness1).xxxx;
|
|
float4 temp_cast_1 = (_EmissionSoftness2).xxxx;
|
|
float2 uv_EmissionTex = IN.ase_texcoord8.xy * _EmissionTex_ST.xy + _EmissionTex_ST.zw;
|
|
float2 texCoord278 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 appendResult283 = (float2(texCoord278.y , texCoord278.y));
|
|
float cos277 = cos( texCoord278.x );
|
|
float sin277 = sin( texCoord278.x );
|
|
float2 rotator277 = mul( ( uv_EmissionTex + appendResult283 ) - float2( 0.5,0.5 ) , float2x2( cos277 , -sin277 , sin277 , cos277 )) + float2( 0.5,0.5 );
|
|
#ifdef _ELIMINATEEMISSIONROTATION_ON
|
|
float2 staticSwitch279 = rotator277;
|
|
#else
|
|
float2 staticSwitch279 = uv_EmissionTex;
|
|
#endif
|
|
float2 panner238 = ( 1.0 * _Time.y * _EmissionSpeed + staticSwitch279);
|
|
float4 smoothstepResult193 = smoothstep( temp_cast_0 , temp_cast_1 , tex2D( _EmissionTex, panner238 ));
|
|
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_2 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_3 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_2 , temp_cast_3 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
#ifdef _ALPHAEMISSIONDISSOLVESUB_ON
|
|
float staticSwitch246 = ( texCoord170.w - ( finalAlpha248 * _EmissionSubValue ) );
|
|
#else
|
|
float staticSwitch246 = texCoord170.w;
|
|
#endif
|
|
float4 temp_cast_4 = (staticSwitch246).xxxx;
|
|
float4 clampResult197 = clamp( ( smoothstepResult193 - temp_cast_4 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
#ifdef _EMISSIONDISSOLVE_ON
|
|
float4 staticSwitch177 = ( _Emission * clampResult197 );
|
|
#else
|
|
float4 staticSwitch177 = ( _Emission * texCoord170.w );
|
|
#endif
|
|
float smoothstepResult258 = smoothstep( _FinalEmissionSmoothstepMin , _FinalEmissionSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALEMISSIONSMOOTHSTEP_ON
|
|
float staticSwitch276 = smoothstepResult258;
|
|
#else
|
|
float staticSwitch276 = staticSwitch159;
|
|
#endif
|
|
#ifdef _EMISSIONALPHA_ON
|
|
float4 staticSwitch240 = ( staticSwitch276 * staticSwitch177 );
|
|
#else
|
|
float4 staticSwitch240 = staticSwitch177;
|
|
#endif
|
|
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
float3 BaseColor = (( (_Color).rgb * (IN.ase_color).rgb )).xyz;
|
|
float3 Normal = normals206;
|
|
float3 Emission = staticSwitch240.rgb;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = 0.5;
|
|
float Occlusion = 1;
|
|
float Alpha = staticSwitch275;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.positionCS = IN.clipPos;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#else
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#endif
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(IN.clipPos,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData
|
|
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord = screenPos;
|
|
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord1 = v.ase_texcoord;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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 screenPos = IN.ase_texcoord;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float4 texCoord3 = IN.ase_texcoord1;
|
|
texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
// Speed of animation
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
// UV Offset
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
// Flipbook UV
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_0 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_1 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
surfaceDescription.Alpha = staticSwitch275;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120108
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_FRAG_COLOR
|
|
#pragma shader_feature _FINALALPHASMOOTHSTEP_ON
|
|
#pragma shader_feature _ALPHADISSOLVE_ON
|
|
#pragma shader_feature _MAINTEXSMOOTHSTEP_ON
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionTex_ST;
|
|
float4 _Color;
|
|
float4 _Emission;
|
|
float2 _EmissionSpeed;
|
|
float _FinalEmissionSmoothstepMax;
|
|
float _FinalEmissionSmoothstepMin;
|
|
float _EmissionSubValue;
|
|
float _MainSoftnessMax;
|
|
float _MainSoftnessMin;
|
|
float _AlphaSoftness;
|
|
float _CullMode;
|
|
float _FinalAlphaSmoothstepMin;
|
|
float _EmissionSoftness2;
|
|
float _EmissionSoftness1;
|
|
float _NormalScale;
|
|
float _Rows;
|
|
float _Columns;
|
|
float _DepthSoftness;
|
|
float _FinalAlphaSmoothstepMax;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
// Property used by ScenePickingPass
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
// Properties used by SceneSelectionPass
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
uniform float4 _CameraDepthTexture_TexelSize;
|
|
sampler2D _MainTex;
|
|
|
|
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
|
|
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
|
|
|
|
//#ifdef HAVE_VFX_MODIFICATION
|
|
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
|
|
//#endif
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord = screenPos;
|
|
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord1 = v.ase_texcoord;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
o.clipPos = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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 screenPos = IN.ase_texcoord;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth142 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth142 = abs( ( screenDepth142 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthSoftness ) );
|
|
float clampResult146 = clamp( distanceDepth142 , 0.0 , 1.0 );
|
|
float depthFadeAlpha163 = clampResult146;
|
|
float4 texCoord3 = IN.ase_texcoord1;
|
|
texCoord3.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float columns135 = _Columns;
|
|
float rows136 = _Rows;
|
|
float AnimFrame4 = round( texCoord3.z );
|
|
float temp_output_18_0 = ( columns135 * rows136 );
|
|
float ChannelFramesCount103 = temp_output_18_0;
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
|
// Total tiles of Flipbook Texture
|
|
float fbtotaltiles98 = columns135 * rows136;
|
|
// Offsets for cols and rows of Flipbook Texture
|
|
float fbcolsoffset98 = 1.0f / columns135;
|
|
float fbrowsoffset98 = 1.0f / rows136;
|
|
// Speed of animation
|
|
float fbspeed98 = _Time[ 1 ] * 0.0;
|
|
// UV Tiling (col and row offset)
|
|
float2 fbtiling98 = float2(fbcolsoffset98, fbrowsoffset98);
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
|
// Calculate current tile linear index
|
|
float fbcurrenttileindex98 = round( fmod( fbspeed98 + ( frac( ( AnimFrame4 / ChannelFramesCount103 ) ) * ChannelFramesCount103 ), fbtotaltiles98) );
|
|
fbcurrenttileindex98 += ( fbcurrenttileindex98 < 0) ? fbtotaltiles98 : 0;
|
|
// Obtain Offset X coordinate from current tile linear index
|
|
float fblinearindextox98 = round ( fmod ( fbcurrenttileindex98, columns135 ) );
|
|
// Multiply Offset X by coloffset
|
|
float fboffsetx98 = fblinearindextox98 * fbcolsoffset98;
|
|
// Obtain Offset Y coordinate from current tile linear index
|
|
float fblinearindextoy98 = round( fmod( ( fbcurrenttileindex98 - fblinearindextox98 ) / columns135, rows136 ) );
|
|
// Reverse Y to get tiles from Top to Bottom
|
|
fblinearindextoy98 = (int)(rows136-1) - fblinearindextoy98;
|
|
// Multiply Offset Y by rowoffset
|
|
float fboffsety98 = fblinearindextoy98 * fbrowsoffset98;
|
|
// UV Offset
|
|
float2 fboffset98 = float2(fboffsetx98, fboffsety98);
|
|
// Flipbook UV
|
|
half2 fbuv98 = (texCoord3).xy * fbtiling98 + fboffset98;
|
|
// *** END Flipbook UV Animation vars ***
|
|
float4 tex2DNode1 = tex2D( _MainTex, fbuv98 );
|
|
float4 temp_cast_0 = (_MainSoftnessMin).xxxx;
|
|
float4 temp_cast_1 = (_MainSoftnessMax).xxxx;
|
|
float4 smoothstepResult233 = smoothstep( temp_cast_0 , temp_cast_1 , tex2DNode1);
|
|
#ifdef _MAINTEXSMOOTHSTEP_ON
|
|
float4 staticSwitch236 = smoothstepResult233;
|
|
#else
|
|
float4 staticSwitch236 = tex2DNode1;
|
|
#endif
|
|
float4 break152 = staticSwitch236;
|
|
float Frames126 = temp_output_18_0;
|
|
float temp_output_133_0 = ( Frames126 - 1.0 );
|
|
float smoothstepResult23 = smoothstep( temp_output_133_0 , temp_output_133_0 , AnimFrame4);
|
|
float lerp156 = smoothstepResult23;
|
|
float lerpResult20 = lerp( break152.r , break152.g , lerp156);
|
|
float Frames243 = ( Frames126 * 2.0 );
|
|
float temp_output_123_0 = ( Frames243 - 1.0 );
|
|
float smoothstepResult24 = smoothstep( temp_output_123_0 , temp_output_123_0 , AnimFrame4);
|
|
float lerp257 = smoothstepResult24;
|
|
float lerpResult21 = lerp( lerpResult20 , break152.b , lerp257);
|
|
float Frames344 = ( Frames126 * 3.0 );
|
|
float temp_output_124_0 = ( Frames344 - 1.0 );
|
|
float smoothstepResult25 = smoothstep( temp_output_124_0 , temp_output_124_0 , AnimFrame4);
|
|
float lerp358 = smoothstepResult25;
|
|
float lerpResult22 = lerp( lerpResult21 , break152.a , lerp358);
|
|
float smoothstepResult173 = smoothstep( 0.0 , _AlphaSoftness , lerpResult22);
|
|
float clampResult166 = clamp( ( ( depthFadeAlpha163 * smoothstepResult173 ) - ( 1.0 - IN.ase_color.a ) ) , 0.0 , 1.0 );
|
|
#ifdef _ALPHADISSOLVE_ON
|
|
float staticSwitch159 = ( _Color.a * clampResult166 );
|
|
#else
|
|
float staticSwitch159 = ( ( _Color.a * IN.ase_color.a ) * depthFadeAlpha163 * smoothstepResult173 );
|
|
#endif
|
|
float finalAlpha248 = staticSwitch159;
|
|
float smoothstepResult252 = smoothstep( _FinalAlphaSmoothstepMin , _FinalAlphaSmoothstepMax , staticSwitch159);
|
|
#ifdef _FINALALPHASMOOTHSTEP_ON
|
|
float staticSwitch275 = smoothstepResult252;
|
|
#else
|
|
float staticSwitch275 = finalAlpha248;
|
|
#endif
|
|
|
|
|
|
surfaceDescription.Alpha = staticSwitch275;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19105
|
|
Node;AmplifyShaderEditor.RangedFloatNode;134;-4202.213,708.7427;Inherit;False;Property;_Rows;Rows;0;0;Create;True;0;0;0;False;0;False;4;4;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;12;-4219.035,567.627;Inherit;False;Property;_Columns;Columns;1;0;Create;True;0;0;0;False;0;False;4;8;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;135;-4024.213,606.7427;Inherit;False;columns;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;136;-3999.213,728.7427;Inherit;False;rows;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;3;-3960.801,-110.4;Inherit;False;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;138;-3742.213,663.7427;Inherit;False;136;rows;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;137;-3715.213,570.7427;Inherit;False;135;columns;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;18;-3476.581,586.8773;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RoundOpNode;122;-3697.72,3.856701;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;4;-3480.801,-33.39998;Inherit;False;AnimFrame;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;103;-3232.833,548.3247;Inherit;False;ChannelFramesCount;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;121;-3037.313,135.0355;Inherit;False;103;ChannelFramesCount;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;104;-3090.28,-45.1772;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode;112;-2755.486,-146.6782;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;16;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.FractNode;113;-2556.085,-48.1782;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;26;-3001.968,777.5865;Inherit;False;Frames1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;114;-2383.785,-75.5782;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;140;-2675.5,-272.1573;Inherit;False;136;rows;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;139;-2704.5,-358.1573;Inherit;False;135;columns;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ComponentMaskNode;144;-3648.429,-169.1767;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;40;-2673.201,806.7868;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;2;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode;204;-2117.219,77.18805;Inherit;True;Property;_MainTex;MainTex;3;0;Create;True;0;0;0;False;0;False;None;57aa161cd62747745b87629675b16137;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;27;-3835.442,1586.618;Inherit;False;26;Frames1;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TFHCFlipBookUVAnimation;98;-2101.218,-238.2752;Inherit;False;0;0;6;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;41;-2651.201,940.7868;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;3;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;43;-2517.201,815.7868;Inherit;False;Frames2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode;1;-1843.427,-297.8819;Inherit;True;Property;_Tex;Tex;0;0;Create;True;0;0;0;False;0;False;-1;None;f5a3e0d69c865b5439c9bd0e50d9141a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;234;-1540.528,8.183472;Inherit;False;Property;_MainSoftnessMin;MainSoftnessMin;5;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;47;-3864.675,1877.818;Inherit;False;43;Frames2;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode;133;-3603.111,1565.098;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;44;-2423.201,945.7868;Inherit;False;Frames3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;235;-1476.528,82.18347;Inherit;False;Property;_MainSoftnessMax;MainSoftnessMax;6;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;52;-3798.73,1416.279;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode;23;-3449.742,1440.318;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode;123;-3597.268,1868.176;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;53;-3806.73,1721.279;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;49;-3848.175,2168.319;Inherit;False;44;Frames3;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode;233;-1323.528,-153.8165;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;54;-3742.73,2011.279;Inherit;False;4;AnimFrame;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode;124;-3598.558,2111.958;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode;24;-3394.442,1727.618;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StaticSwitch;236;-1274.528,-246.8165;Inherit;False;Property;_MainTexSmoothstep;MainTexSmoothstep;4;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;56;-3234.93,1501.176;Inherit;False;lerp1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.BreakToComponentsNode;152;-1063.649,-19.47003;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;57;-3172.53,1765.076;Inherit;False;lerp2;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;143;-1491.582,968.5979;Inherit;False;Property;_DepthSoftness;DepthSoftness;8;0;Create;True;0;0;0;False;0;False;1;0.1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode;25;-3408.442,2000.618;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;60;-953.7399,194.5367;Inherit;False;56;lerp1;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;20;-738.5215,4.716976;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;58;-3093.23,2039.376;Inherit;False;lerp3;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;61;-781.7399,300.5367;Inherit;False;57;lerp2;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DepthFade;142;-1253.282,905.098;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ClampOpNode;146;-1005.782,832.337;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;21;-519.5215,134.717;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;62;-667.7399,397.5367;Inherit;False;58;lerp3;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;174;-475.1115,542.3913;Inherit;False;Property;_AlphaSoftness;AlphaSoftness;7;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;22;-365.0283,290.8066;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;163;-795.183,903.2671;Inherit;False;depthFadeAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;164;-393.2097,14.70349;Inherit;False;163;depthFadeAlpha;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode;173;-167.1115,354.3913;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
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ASEEND*/
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//CHKSM=1A29A4F03BACFD94D98CB87AEC010234CA093722 |