4611 lines
196 KiB
Plaintext
4611 lines
196 KiB
Plaintext
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// Made with Amplify Shader Editor v1.9.8
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Polytope Studio/PT_Rock_Shader"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[NoScaleOffset]_BaseTexture("Base Texture", 2D) = "white" {}
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_Smoothness("Smoothness", Range( 0 , 1)) = 0.2
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[Toggle(_GRADIENTONOFF_ON)] _GRADIENTONOFF("GRADIENT ON/OFF", Float) = 0
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[HDR]_TopColor("Top Color", Color) = (0.4811321,0.4036026,0.2382966,1)
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[HDR]_GroundColor("Ground Color", Color) = (0.08490568,0.05234205,0.04846032,1)
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[HideInInspector]_SnowDirection("Snow Direction", Vector) = (0.1,1,0.1,0)
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_Gradient("Gradient ", Range( 0 , 1)) = 1
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[Toggle]_WorldObjectGradient("World/Object Gradient", Float) = 1
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[Toggle(_DECALSONOFF_ON)] _DECALSONOFF("DECALS ON/OFF", Float) = 0
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[NoScaleOffset]_DecalsTexture("Decals Texture", 2D) = "white" {}
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_DecalsColor("Decals Color", Color) = (0,0,0,0)
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[Toggle]_DECALEMISSIONONOFF("DECAL EMISSION ON/OFF", Float) = 1
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[HDR]_DecakEmissionColor("Decak Emission Color", Color) = (1,0.9248579,0,0)
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_DecalEmissionIntensity("Decal Emission Intensity", Range( 0 , 10)) = 4
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[Toggle]_ANIMATEDECALEMISSIONONOFF("ANIMATE DECAL EMISSION ON/OFF", Float) = 1
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[Toggle(_DETAILTEXTUREONOFF_ON)] _DETAILTEXTUREONOFF("DETAIL TEXTURE ON/OFF", Float) = 0
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[NoScaleOffset]_DetailTexture("Detail Texture", 2D) = "white" {}
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_DetailTextureTiling("Detail Texture Tiling", Range( 0.1 , 10)) = 0.5
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[Toggle(_SNOWONOFF_ON)] _SNOWONOFF("SNOW ON/OFF", Float) = 0
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_SnowCoverage("Snow Coverage", Range( 0 , 1)) = 0.46
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_SnowAmount("Snow Amount", Range( 0 , 1)) = 1
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_SnowFade("Snow Fade", Range( 0 , 1)) = 0.32
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[Toggle]_SnowNoiseOnOff("Snow Noise On/Off", Float) = 1
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_SnowNoiseScale("Snow Noise Scale", Range( 0 , 100)) = 87.23351
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_SnowNoiseContrast("Snow Noise Contrast", Range( 0 , 1)) = 0.002
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[HideInInspector]_Vector1("Vector 1", Vector) = (0,1,0,0)
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[Toggle(_TOPPROJECTIONONOFF_ON)] _TOPPROJECTIONONOFF("TOP PROJECTION ON/OFF", Float) = 0
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[NoScaleOffset]_TopProjectionTexture("Top Projection Texture", 2D) = "white" {}
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_TopProjectionTextureTiling("Top Projection Texture Tiling", Range( 0.1 , 10)) = 0.5
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_TopProjectionTextureCoverage("Top Projection Texture Coverage", Range( 0 , 1)) = 1
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[HDR]_OreColor("Ore Color", Color) = (1,0.9248579,0,0)
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[Toggle]_OREEMISSIONONOFF("ORE EMISSION ON/OFF", Float) = 0
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[HDR]_OreEmissionColor("Ore Emission Color", Color) = (1,0.9248579,0,0)
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_OreEmissionIntensity("Ore Emission Intensity", Range( 0 , 10)) = 1
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[Toggle]_ANIMATEOREEMISSIONONOFF("ANIMATE ORE EMISSION ON/OFF", Float) = 0
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[HideInInspector] _texcoord2( "", 2D ) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
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[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_fragment _ALPHATEST_ON
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#define _NORMAL_DROPOFF_TS 1
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _EMISSION
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#define ASE_VERSION 19800
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#define ASE_SRP_VERSION 170003
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
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#pragma vertex vert
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#pragma fragment frag
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#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
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#define _SPECULAR_COLOR 1
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#endif
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#define SHADERPASS SHADERPASS_FORWARD
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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|
|
#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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||
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|
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Node;AmplifyShaderEditor.WorldPosInputsNode;273;-2970.759,4352.548;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.TexturePropertyNode;175;-3004,4144.234;Inherit;True;Property;_DetailTexture;Detail Texture;16;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.RangedFloatNode;183;-2962.298,4517.901;Inherit;False;Property;_DetailTextureTiling;Detail Texture Tiling;17;0;Create;True;0;0;0;False;0;False;0.5;0.31;0.1;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TriplanarNode;173;-2450.177,4173.919;Inherit;True;Cylindrical;World;False;Top Texture 1;_TopTexture1;white;1;None;Mid Texture 1;_MidTexture1;white;4;None;Bot Texture 1;_BotTexture1;white;2;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;202;-2586.97,2997.915;Inherit;False;Property;_SnowCoverage;Snow Coverage;19;0;Create;True;0;0;0;False;0;False;0.46;0.23;0;1;0;1;FLOAT;0
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||
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||
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||
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Node;AmplifyShaderEditor.RangedFloatNode;203;-2805.705,2607.053;Inherit;False;Property;_SnowAmount;Snow Amount;20;0;Create;True;0;0;0;False;0;False;1;0.215;0;1;0;1;FLOAT;0
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||
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||
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||
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Node;AmplifyShaderEditor.RangedFloatNode;207;-2420.321,2510.848;Inherit;False;Property;_SnowNoiseScale;Snow Noise Scale;23;0;Create;True;0;0;0;False;0;False;87.23351;4.9;0;100;0;1;FLOAT;0
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||
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||
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||
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||
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||
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||
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||
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|
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||
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||
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||
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||
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||
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||
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||
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|
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||
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||
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||
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|
||
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//CHKSM=F8F29CAAE1266ACC51F9292DFA4E970CA5EAE231
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