map/Assets/Polytope Studio/Lowpoly_Environments/Sources/Shaders/PT_Rock_Shader.shader

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2026-02-02 11:41:46 +00:00
// Made with Amplify Shader Editor v1.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Polytope Studio/PT_Rock_Shader"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[NoScaleOffset]_BaseTexture("Base Texture", 2D) = "white" {}
_Smoothness("Smoothness", Range( 0 , 1)) = 0.2
[Toggle(_GRADIENTONOFF_ON)] _GRADIENTONOFF("GRADIENT ON/OFF", Float) = 0
[HDR]_TopColor("Top Color", Color) = (0.4811321,0.4036026,0.2382966,1)
[HDR]_GroundColor("Ground Color", Color) = (0.08490568,0.05234205,0.04846032,1)
[HideInInspector]_SnowDirection("Snow Direction", Vector) = (0.1,1,0.1,0)
_Gradient("Gradient ", Range( 0 , 1)) = 1
[Toggle]_WorldObjectGradient("World/Object Gradient", Float) = 1
[Toggle(_DECALSONOFF_ON)] _DECALSONOFF("DECALS ON/OFF", Float) = 0
[NoScaleOffset]_DecalsTexture("Decals Texture", 2D) = "white" {}
_DecalsColor("Decals Color", Color) = (0,0,0,0)
[Toggle]_DECALEMISSIONONOFF("DECAL EMISSION ON/OFF", Float) = 1
[HDR]_DecakEmissionColor("Decak Emission Color", Color) = (1,0.9248579,0,0)
_DecalEmissionIntensity("Decal Emission Intensity", Range( 0 , 10)) = 4
[Toggle]_ANIMATEDECALEMISSIONONOFF("ANIMATE DECAL EMISSION ON/OFF", Float) = 1
[Toggle(_DETAILTEXTUREONOFF_ON)] _DETAILTEXTUREONOFF("DETAIL TEXTURE ON/OFF", Float) = 0
[NoScaleOffset]_DetailTexture("Detail Texture", 2D) = "white" {}
_DetailTextureTiling("Detail Texture Tiling", Range( 0.1 , 10)) = 0.5
[Toggle(_SNOWONOFF_ON)] _SNOWONOFF("SNOW ON/OFF", Float) = 0
_SnowCoverage("Snow Coverage", Range( 0 , 1)) = 0.46
_SnowAmount("Snow Amount", Range( 0 , 1)) = 1
_SnowFade("Snow Fade", Range( 0 , 1)) = 0.32
[Toggle]_SnowNoiseOnOff("Snow Noise On/Off", Float) = 1
_SnowNoiseScale("Snow Noise Scale", Range( 0 , 100)) = 87.23351
_SnowNoiseContrast("Snow Noise Contrast", Range( 0 , 1)) = 0.002
[HideInInspector]_Vector1("Vector 1", Vector) = (0,1,0,0)
[Toggle(_TOPPROJECTIONONOFF_ON)] _TOPPROJECTIONONOFF("TOP PROJECTION ON/OFF", Float) = 0
[NoScaleOffset]_TopProjectionTexture("Top Projection Texture", 2D) = "white" {}
_TopProjectionTextureTiling("Top Projection Texture Tiling", Range( 0.1 , 10)) = 0.5
_TopProjectionTextureCoverage("Top Projection Texture Coverage", Range( 0 , 1)) = 1
[HDR]_OreColor("Ore Color", Color) = (1,0.9248579,0,0)
[Toggle]_OREEMISSIONONOFF("ORE EMISSION ON/OFF", Float) = 0
[HDR]_OreEmissionColor("Ore Emission Color", Color) = (1,0.9248579,0,0)
_OreEmissionIntensity("Ore Emission Intensity", Range( 0 , 10)) = 1
[Toggle]_ANIMATEOREEMISSIONONOFF("ANIMATE ORE EMISSION ON/OFF", Float) = 0
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
Cull Back
ZWrite On
ZTest LEqual
Offset 0 , 0
AlphaToMask Off
HLSLINCLUDE
#pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#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 _ USE_LEGACY_LIGHTMAPS
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_FORWARD
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _SNOWONOFF_ON
#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
#pragma shader_feature_local _DECALSONOFF_ON
#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
#pragma shader_feature_local _GRADIENTONOFF_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
half4 fogFactorAndVertexLight : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : TEXCOORD8;
#endif
float4 ase_texcoord9 : TEXCOORD9;
float4 ase_texcoord10 : TEXCOORD10;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _BaseTexture;
sampler2D _DetailTexture;
sampler2D _DecalsTexture;
sampler2D _TopProjectionTexture;
inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
half4 xNorm; half4 yNorm; half4 zNorm;
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_texcoord9.xy = input.texcoord.xy;
output.ase_texcoord10 = input.positionOS;
output.ase_texcoord9.zw = input.texcoord1.xy;
output.ase_color = input.ase_color;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
output.fogFactorAndVertexLight = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
output.fogFactorAndVertexLight.yzw = vertexLight;
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : 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 ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
output.texcoord = input.texcoord;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag ( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (input.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( input.tSpace0.xyz );
float3 WorldTangent = input.tSpace1.xyz;
float3 WorldBiTangent = input.tSpace2.xyz;
#endif
float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 uv_BaseTexture490 = input.ase_texcoord9.xy;
float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord10.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
float4 Gradient630 = lerpResult629;
float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
float4 blendOpSrc643 = BASETEXTURE498;
float4 blendOpDest643 = color644;
#ifdef _GRADIENTONOFF_ON
float4 staticSwitch634 = ( Gradient630 * ( saturate( (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
#else
float4 staticSwitch634 = BASETEXTURE498;
#endif
float2 temp_cast_0 = (_DetailTextureTiling).xx;
float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, WorldNormal, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
float4 DETAILTEXTUREvar414 = triplanar173;
#ifdef _DETAILTEXTUREONOFF_ON
float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
#else
float4 staticSwitch543 = staticSwitch634;
#endif
float4 decalscolor730 = _DecalsColor;
float2 uv1_DecalsTexture495 = input.ase_texcoord9.zw;
float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
#ifdef _DECALSONOFF_ON
float4 staticSwitch600 = lerpResult596;
#else
float4 staticSwitch600 = staticSwitch543;
#endif
float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, WorldNormal, 1.0, temp_cast_4, 1.0, 0 );
float4 TOPPROJECTION527 = triplanar525;
float dotResult524 = dot( WorldNormal , _Vector1 );
float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
float TOPPROJECTIONMASK528 = clampResult584;
float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
#ifdef _TOPPROJECTIONONOFF_ON
float4 staticSwitch557 = lerpResult555;
#else
float4 staticSwitch557 = staticSwitch600;
#endif
float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float dotResult211 = dot( WorldNormal , _SnowDirection );
float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
float saferPower216 = abs( simplePerlin2D213 );
float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
#ifdef _SNOWONOFF_ON
float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
#else
float4 staticSwitch545 = staticSwitch557;
#endif
float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
float4 COLOR539 = lerpResult607;
float3 temp_cast_9 = (1.0).xxx;
float4 color717 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 color716 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
float4 lerpResult718 = lerp( color717 , color716 , (_TimeParameters.y*0.3 + 0.5));
float3 desaturateInitialColor720 = lerpResult718.rgb;
float desaturateDot720 = dot( desaturateInitialColor720, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar720 = lerp( desaturateInitialColor720, desaturateDot720.xxx, 1.0 );
float4 Decalemission685 = (( _DECALEMISSIONONOFF )?( ( ( float4( ( _DecalEmissionIntensity * (( _ANIMATEDECALEMISSIONONOFF )?( desaturateVar720 ):( temp_cast_9 )) ) , 0.0 ) * _DecakEmissionColor ) * DECALSMASK497 ) ):( float4( 0,0,0,0 ) ));
float3 temp_cast_12 = (0.1).xxx;
float4 color701 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 color702 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
float4 lerpResult703 = lerp( color701 , color702 , (_TimeParameters.y*0.3 + 0.5));
float3 desaturateInitialColor704 = lerpResult703.rgb;
float desaturateDot704 = dot( desaturateInitialColor704, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar704 = lerp( desaturateInitialColor704, desaturateDot704.xxx, 1.0 );
float4 oreemission684 = (( _OREEMISSIONONOFF )?( ( ( float4( ( _OreEmissionIntensity * (( _ANIMATEOREEMISSIONONOFF )?( desaturateVar704 ):( temp_cast_12 )) ) , 0.0 ) * _OreEmissionColor ) * ( 1.0 - input.ase_color.a ) ) ):( float4( 0,0,0,0 ) ));
float4 color617 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float3 BaseColor = COLOR539.rgb;
float3 Normal = float3(0, 0, 1);
float3 Emission = ( Decalemission685 + oreemission684 ).rgb;
float3 Specular = 0.5;
float Metallic = 0;
float Smoothness = ( _Smoothness * color617 ).r;
float Occlusion = 1;
float Alpha = 1;
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 = input.positionCS.z;
#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.positionCS = input.positionCS;
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 = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = input.lightmapUVOrVertexSH.xyz;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask );
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#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(input.positionCS, surfaceData, inputData);
#endif
#ifdef _ASE_LIGHTING_SIMPLE
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
#else
half4 color = UniversalFragmentPBR( inputData, surfaceData);
#endif
#ifdef ASE_TRANSMISSION
{
float shadow = _TransmissionShadow;
#define SUM_LIGHT_TRANSMISSION(Light)\
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;
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
#if defined(_ADDITIONAL_LIGHTS)
uint meshRenderingLayers = GetMeshRenderingLayer();
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSMISSION( light );
}
}
#endif
LIGHT_LOOP_BEGIN( pixelLightCount )
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSMISSION( light );
}
LIGHT_LOOP_END
#endif
}
#endif
#ifdef ASE_TRANSLUCENCY
{
float shadow = _TransShadow;
float normal = _TransNormal;
float scattering = _TransScattering;
float direct = _TransDirect;
float ambient = _TransAmbient;
float strength = _TransStrength;
#define SUM_LIGHT_TRANSLUCENCY(Light)\
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;
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
#if defined(_ADDITIONAL_LIGHTS)
uint meshRenderingLayers = GetMeshRenderingLayer();
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSLUCENCY( light );
}
}
#endif
LIGHT_LOOP_BEGIN( pixelLightCount )
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSLUCENCY( light );
}
LIGHT_LOOP_END
#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), inputData.fogCoord);
#else
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#endif
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_SHADOWCASTER
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
float3 _LightDirection;
float3 _LightPosition;
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
//code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
positionCS = ApplyShadowClamping(positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = positionCS;
output.clipPosV = positionCS;
output.positionWS = positionWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( input );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float3 WorldPosition = input.positionWS;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask R
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_DEPTHONLY
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float3 WorldPosition = input.positionWS;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma shader_feature EDITOR_VISUALIZATION
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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_WORLD_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _SNOWONOFF_ON
#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
#pragma shader_feature_local _DECALSONOFF_ON
#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
#pragma shader_feature_local _GRADIENTONOFF_ON
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : 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_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _BaseTexture;
sampler2D _DetailTexture;
sampler2D _DecalsTexture;
sampler2D _TopProjectionTexture;
inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
half4 xNorm; half4 yNorm; half4 zNorm;
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 ase_normalWS = TransformObjectToWorldNormal(input.normalOS);
output.ase_texcoord6.xyz = ase_normalWS;
output.ase_texcoord4.xy = input.texcoord0.xy;
output.ase_texcoord5 = input.positionOS;
output.ase_texcoord4.zw = input.texcoord1.xy;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
output.positionWS = positionWS;
#endif
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
#ifdef EDITOR_VISUALIZATION
float2 VizUV = 0;
float4 LightCoord = 0;
UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
output.VizUV = float4(VizUV, 0, 0);
output.LightCoord = LightCoord;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = output.positionCS;
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : 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 ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = input.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_BaseTexture490 = input.ase_texcoord4.xy;
float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord5.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
float4 Gradient630 = lerpResult629;
float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
float4 blendOpSrc643 = BASETEXTURE498;
float4 blendOpDest643 = color644;
#ifdef _GRADIENTONOFF_ON
float4 staticSwitch634 = ( Gradient630 * ( saturate( (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
#else
float4 staticSwitch634 = BASETEXTURE498;
#endif
float2 temp_cast_0 = (_DetailTextureTiling).xx;
float3 ase_normalWS = input.ase_texcoord6.xyz;
float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
float4 DETAILTEXTUREvar414 = triplanar173;
#ifdef _DETAILTEXTUREONOFF_ON
float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
#else
float4 staticSwitch543 = staticSwitch634;
#endif
float4 decalscolor730 = _DecalsColor;
float2 uv1_DecalsTexture495 = input.ase_texcoord4.zw;
float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
#ifdef _DECALSONOFF_ON
float4 staticSwitch600 = lerpResult596;
#else
float4 staticSwitch600 = staticSwitch543;
#endif
float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_4, 1.0, 0 );
float4 TOPPROJECTION527 = triplanar525;
float dotResult524 = dot( ase_normalWS , _Vector1 );
float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
float TOPPROJECTIONMASK528 = clampResult584;
float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
#ifdef _TOPPROJECTIONONOFF_ON
float4 staticSwitch557 = lerpResult555;
#else
float4 staticSwitch557 = staticSwitch600;
#endif
float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float dotResult211 = dot( ase_normalWS , _SnowDirection );
float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
float saferPower216 = abs( simplePerlin2D213 );
float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
#ifdef _SNOWONOFF_ON
float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
#else
float4 staticSwitch545 = staticSwitch557;
#endif
float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
float4 COLOR539 = lerpResult607;
float3 temp_cast_9 = (1.0).xxx;
float4 color717 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 color716 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
float4 lerpResult718 = lerp( color717 , color716 , (_TimeParameters.y*0.3 + 0.5));
float3 desaturateInitialColor720 = lerpResult718.rgb;
float desaturateDot720 = dot( desaturateInitialColor720, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar720 = lerp( desaturateInitialColor720, desaturateDot720.xxx, 1.0 );
float4 Decalemission685 = (( _DECALEMISSIONONOFF )?( ( ( float4( ( _DecalEmissionIntensity * (( _ANIMATEDECALEMISSIONONOFF )?( desaturateVar720 ):( temp_cast_9 )) ) , 0.0 ) * _DecakEmissionColor ) * DECALSMASK497 ) ):( float4( 0,0,0,0 ) ));
float3 temp_cast_12 = (0.1).xxx;
float4 color701 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 color702 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
float4 lerpResult703 = lerp( color701 , color702 , (_TimeParameters.y*0.3 + 0.5));
float3 desaturateInitialColor704 = lerpResult703.rgb;
float desaturateDot704 = dot( desaturateInitialColor704, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar704 = lerp( desaturateInitialColor704, desaturateDot704.xxx, 1.0 );
float4 oreemission684 = (( _OREEMISSIONONOFF )?( ( ( float4( ( _OreEmissionIntensity * (( _ANIMATEOREEMISSIONONOFF )?( desaturateVar704 ):( temp_cast_12 )) ) , 0.0 ) * _OreEmissionColor ) * ( 1.0 - input.ase_color.a ) ) ):( float4( 0,0,0,0 ) ));
float3 BaseColor = COLOR539.rgb;
float3 Emission = ( Decalemission685 + oreemission684 ).rgb;
float Alpha = 1;
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 = input.VizUV.xy;
metaInput.LightCoord = input.LightCoord;
#endif
return UnityMetaFragment(metaInput);
}
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags { "LightMode"="Universal2D" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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_WORLD_POSITION
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature_local _SNOWONOFF_ON
#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
#pragma shader_feature_local _DECALSONOFF_ON
#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
#pragma shader_feature_local _GRADIENTONOFF_ON
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _BaseTexture;
sampler2D _DetailTexture;
sampler2D _DecalsTexture;
sampler2D _TopProjectionTexture;
inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
half4 xNorm; half4 yNorm; half4 zNorm;
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID( input );
UNITY_TRANSFER_INSTANCE_ID( input, output );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
float3 ase_normalWS = TransformObjectToWorldNormal(input.normalOS);
output.ase_texcoord4.xyz = ase_normalWS;
output.ase_texcoord2.xy = input.ase_texcoord.xy;
output.ase_texcoord3 = input.positionOS;
output.ase_texcoord2.zw = input.ase_texcoord1.xy;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord4.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_texcoord1 = input.ase_texcoord1;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( input );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = input.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_BaseTexture490 = input.ase_texcoord2.xy;
float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord3.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
float4 Gradient630 = lerpResult629;
float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
float4 blendOpSrc643 = BASETEXTURE498;
float4 blendOpDest643 = color644;
#ifdef _GRADIENTONOFF_ON
float4 staticSwitch634 = ( Gradient630 * ( saturate( (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
#else
float4 staticSwitch634 = BASETEXTURE498;
#endif
float2 temp_cast_0 = (_DetailTextureTiling).xx;
float3 ase_normalWS = input.ase_texcoord4.xyz;
float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
float4 DETAILTEXTUREvar414 = triplanar173;
#ifdef _DETAILTEXTUREONOFF_ON
float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
#else
float4 staticSwitch543 = staticSwitch634;
#endif
float4 decalscolor730 = _DecalsColor;
float2 uv1_DecalsTexture495 = input.ase_texcoord2.zw;
float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
#ifdef _DECALSONOFF_ON
float4 staticSwitch600 = lerpResult596;
#else
float4 staticSwitch600 = staticSwitch543;
#endif
float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_4, 1.0, 0 );
float4 TOPPROJECTION527 = triplanar525;
float dotResult524 = dot( ase_normalWS , _Vector1 );
float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
float TOPPROJECTIONMASK528 = clampResult584;
float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
#ifdef _TOPPROJECTIONONOFF_ON
float4 staticSwitch557 = lerpResult555;
#else
float4 staticSwitch557 = staticSwitch600;
#endif
float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float dotResult211 = dot( ase_normalWS , _SnowDirection );
float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
float saferPower216 = abs( simplePerlin2D213 );
float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
#ifdef _SNOWONOFF_ON
float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
#else
float4 staticSwitch545 = staticSwitch557;
#endif
float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
float4 COLOR539 = lerpResult607;
float3 BaseColor = COLOR539.rgb;
float Alpha = 1;
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
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 tangentWS : TEXCOORD3;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD4;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.normalWS = normalWS;
output.tangentWS = tangentWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
void frag( PackedVaryings input
, out half4 outNormalWS : SV_Target0
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float3 WorldNormal = input.normalWS;
float4 WorldTangent = input.tangentWS;
float3 WorldPosition = input.positionWS;
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float3 Normal = float3(0, 0, 1);
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#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);
outNormalWS = 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
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags { "LightMode"="UniversalGBuffer" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_GBUFFER
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _SNOWONOFF_ON
#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
#pragma shader_feature_local _DECALSONOFF_ON
#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
#pragma shader_feature_local _GRADIENTONOFF_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
half4 fogFactorAndVertexLight : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : TEXCOORD8;
#endif
float4 ase_texcoord9 : TEXCOORD9;
float4 ase_texcoord10 : TEXCOORD10;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _BaseTexture;
sampler2D _DetailTexture;
sampler2D _DecalsTexture;
sampler2D _TopProjectionTexture;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
float negProjNormalY = max( 0, projNormal.y * -nsign.y );
projNormal.y = max( 0, projNormal.y * nsign.y );
half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
float3 nsign = sign( worldNormal );
half4 xNorm; half4 yNorm; half4 zNorm;
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_texcoord9.xy = input.texcoord.xy;
output.ase_texcoord10 = input.positionOS;
output.ase_texcoord9.zw = input.texcoord1.xy;
output.ase_color = input.ase_color;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
output.fogFactorAndVertexLight = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
// @diogo: no fog applied in GBuffer
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
output.fogFactorAndVertexLight.yzw = vertexLight;
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : 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 ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
output.texcoord = input.texcoord;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
FragmentOutput frag ( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (input.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( input.tSpace0.xyz );
float3 WorldTangent = input.tSpace1.xyz;
float3 WorldBiTangent = input.tSpace2.xyz;
#endif
float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#else
ShadowCoords = float4(0, 0, 0, 0);
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 uv_BaseTexture490 = input.ase_texcoord9.xy;
float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord10.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
float4 Gradient630 = lerpResult629;
float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
float4 blendOpSrc643 = BASETEXTURE498;
float4 blendOpDest643 = color644;
#ifdef _GRADIENTONOFF_ON
float4 staticSwitch634 = ( Gradient630 * ( saturate( (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
#else
float4 staticSwitch634 = BASETEXTURE498;
#endif
float2 temp_cast_0 = (_DetailTextureTiling).xx;
float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, WorldNormal, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
float4 DETAILTEXTUREvar414 = triplanar173;
#ifdef _DETAILTEXTUREONOFF_ON
float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
#else
float4 staticSwitch543 = staticSwitch634;
#endif
float4 decalscolor730 = _DecalsColor;
float2 uv1_DecalsTexture495 = input.ase_texcoord9.zw;
float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
#ifdef _DECALSONOFF_ON
float4 staticSwitch600 = lerpResult596;
#else
float4 staticSwitch600 = staticSwitch543;
#endif
float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, WorldNormal, 1.0, temp_cast_4, 1.0, 0 );
float4 TOPPROJECTION527 = triplanar525;
float dotResult524 = dot( WorldNormal , _Vector1 );
float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
float TOPPROJECTIONMASK528 = clampResult584;
float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
#ifdef _TOPPROJECTIONONOFF_ON
float4 staticSwitch557 = lerpResult555;
#else
float4 staticSwitch557 = staticSwitch600;
#endif
float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float dotResult211 = dot( WorldNormal , _SnowDirection );
float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
float saferPower216 = abs( simplePerlin2D213 );
float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
#ifdef _SNOWONOFF_ON
float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
#else
float4 staticSwitch545 = staticSwitch557;
#endif
float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
float4 COLOR539 = lerpResult607;
float3 temp_cast_9 = (1.0).xxx;
float4 color717 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 color716 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
float4 lerpResult718 = lerp( color717 , color716 , (_TimeParameters.y*0.3 + 0.5));
float3 desaturateInitialColor720 = lerpResult718.rgb;
float desaturateDot720 = dot( desaturateInitialColor720, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar720 = lerp( desaturateInitialColor720, desaturateDot720.xxx, 1.0 );
float4 Decalemission685 = (( _DECALEMISSIONONOFF )?( ( ( float4( ( _DecalEmissionIntensity * (( _ANIMATEDECALEMISSIONONOFF )?( desaturateVar720 ):( temp_cast_9 )) ) , 0.0 ) * _DecakEmissionColor ) * DECALSMASK497 ) ):( float4( 0,0,0,0 ) ));
float3 temp_cast_12 = (0.1).xxx;
float4 color701 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 color702 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
float4 lerpResult703 = lerp( color701 , color702 , (_TimeParameters.y*0.3 + 0.5));
float3 desaturateInitialColor704 = lerpResult703.rgb;
float desaturateDot704 = dot( desaturateInitialColor704, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar704 = lerp( desaturateInitialColor704, desaturateDot704.xxx, 1.0 );
float4 oreemission684 = (( _OREEMISSIONONOFF )?( ( ( float4( ( _OreEmissionIntensity * (( _ANIMATEOREEMISSIONONOFF )?( desaturateVar704 ):( temp_cast_12 )) ) , 0.0 ) * _OreEmissionColor ) * ( 1.0 - input.ase_color.a ) ) ):( float4( 0,0,0,0 ) ));
float4 color617 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float3 BaseColor = COLOR539.rgb;
float3 Normal = float3(0, 0, 1);
float3 Emission = ( Decalemission685 + oreemission684 ).rgb;
float3 Specular = 0.5;
float Metallic = 0;
float Smoothness = ( _Smoothness * color617 ).r;
float Occlusion = 1;
float Alpha = 1;
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 = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.positionCS = input.positionCS;
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 );
#ifdef ASE_FOG
// @diogo: no fog applied in GBuffer
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = input.lightmapUVOrVertexSH.xyz;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask );
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
#ifdef _DBUFFER
ApplyDecal(input.positionCS,
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
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
PackedVaryings VertexFunction(Attributes input )
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = 1;
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" }
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
PackedVaryings VertexFunction(Attributes input )
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = 1;
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 "MotionVectors"
Tags { "LightMode"="MotionVectors" }
ColorMask RG
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _EMISSION
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 positionOld : TEXCOORD4;
#if _ADD_PRECOMPUTED_VELOCITY
float3 alembicMotionVector : TEXCOORD5;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 positionCSNoJitter : TEXCOORD0;
float4 previousPositionCSNoJitter : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _GroundColor;
float4 _TopColor;
float4 _DecalsColor;
float4 _DecakEmissionColor;
float4 _OreColor;
float4 _OreEmissionColor;
float3 _Vector1;
float3 _SnowDirection;
float _ANIMATEOREEMISSIONONOFF;
float _OreEmissionIntensity;
float _OREEMISSIONONOFF;
float _ANIMATEDECALEMISSIONONOFF;
float _DecalEmissionIntensity;
float _DECALEMISSIONONOFF;
float _SnowNoiseContrast;
float _SnowCoverage;
float _SnowFade;
float _SnowAmount;
float _SnowNoiseOnOff;
float _TopProjectionTextureCoverage;
float _TopProjectionTextureTiling;
float _DetailTextureTiling;
float _Gradient;
float _WorldObjectGradient;
float _SnowNoiseScale;
float _Smoothness;
#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
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(APLICATION_SPACE_WARP_MOTION)
// We do not need jittered position in ASW
output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));;
output.positionCS = output.positionCSNoJitter;
#else
// Jittered. Match the frame.
output.positionCS = vertexInput.positionCS;
output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS));
#endif
float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;
#if _ADD_PRECOMPUTED_VELOCITY
prevPos = prevPos - float4(input.alembicMotionVector, 0);
#endif
output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );
// removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
//ApplyMotionVectorZBias( output.positionCS );
return output;
}
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
half4 frag( PackedVaryings input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(APLICATION_SPACE_WARP_MOTION)
return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
#else
return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
#endif
}
ENDHLSL
}
}
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
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