map/Assets/Polytope Studio/Lowpoly_Environments/Sources/Shaders/PT_Water_Shader.shader
2026-02-02 20:41:46 +09:00

4870 lines
205 KiB
GLSL

// Made with Amplify Shader Editor v1.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Polytope Studio/PT_Water_Shader"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_DeepColor("Deep Color", Color) = (0.3114988,0.5266015,0.5283019,0)
_ShallowColor("Shallow Color", Color) = (0.5238074,0.7314408,0.745283,0)
_Depth("Depth", Range( 0 , 1)) = 0.3
_DepthStrength("Depth Strength", Range( 0 , 1)) = 0.3
_Smootness("Smootness", Range( 0 , 1)) = 1
_Mettalic("Mettalic", Range( 0 , 1)) = 1
_WaveSpeed("Wave Speed", Range( 0 , 1)) = 0.5
_WaveTile("Wave Tile", Range( 0 , 0.9)) = 0.5
_WaveAmplitude("Wave Amplitude", Range( 0 , 1)) = 0.2
[NoScaleOffset][Normal]_NormalMapTexture("Normal Map Texture ", 2D) = "bump" {}
_NormalMapWavesSpeed("Normal Map Waves Speed", Range( 0 , 1)) = 0.1
_NormalMapsWavesSize("Normal Maps Waves Size", Range( 0 , 10)) = 5
_FoamColor("Foam Color", Color) = (0.3066038,1,0.9145772,0)
_FoamAmount("Foam Amount", Range( 0 , 10)) = 1.5
_FoamPower("Foam Power", Range( 0.1 , 5)) = 0.5
_FoamNoiseScale("Foam Noise Scale", Range( 0 , 1000)) = 150
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
Cull Back
ZWrite Off
ZTest LEqual
Offset 0 , 0
AlphaToMask Off
HLSLINCLUDE
#pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_FORWARD
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#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;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 _NormalMapTexture;
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 );
}
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
output.ase_texcoord9.xy = input.texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord9.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
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;
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;
#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 );
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float screenDepth350 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth350 = abs( ( screenDepth350 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( 100.0 ) );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float4 appendResult405 = (float4(_NormalMapsWavesSize , _NormalMapsWavesSize , 0.0 , 0.0));
float mulTime251 = _TimeParameters.x * 0.1;
float2 temp_cast_1 = (( mulTime251 * _NormalMapWavesSpeed )).xx;
float2 texCoord254 = input.ase_texcoord9.xy * appendResult405.xy + temp_cast_1;
float2 temp_output_2_0_g9 = texCoord254;
float2 break6_g9 = temp_output_2_0_g9;
float temp_output_25_0_g9 = ( pow( 0.5 , 3.0 ) * 0.1 );
float2 appendResult8_g9 = (float2(( break6_g9.x + temp_output_25_0_g9 ) , break6_g9.y));
float4 tex2DNode14_g9 = tex2D( _NormalMapTexture, temp_output_2_0_g9 );
float temp_output_4_0_g9 = 1.0;
float3 appendResult13_g9 = (float3(1.0 , 0.0 , ( ( tex2D( _NormalMapTexture, appendResult8_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float2 appendResult9_g9 = (float2(break6_g9.x , ( break6_g9.y + temp_output_25_0_g9 )));
float3 appendResult16_g9 = (float3(0.0 , 1.0 , ( ( tex2D( _NormalMapTexture, appendResult9_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float3 normalizeResult22_g9 = normalize( cross( appendResult13_g9 , appendResult16_g9 ) );
float3 NORMALMAPWAVES243 = normalizeResult22_g9;
float4 fetchOpaqueVal314 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( ( NORMALMAPWAVES243 * 1.0 ) , 0.0 ) ).xy.xy ), 1.0 );
float4 FAKEREFRACTIONS415 = ( ( 1.0 - distanceDepth350 ) * fetchOpaqueVal314 );
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( ScreenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float4 lerpResult86 = lerp( _ShallowColor , _DeepColor , clampResult81);
float4 DeepShallowColor196 = lerpResult86;
float4 lerpResult470 = lerp( FAKEREFRACTIONS415 , DeepShallowColor196 , float4( 0.6132076,0.6132076,0.6132076,0 ));
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_4 = (_FoamNoiseScale).xx;
float2 temp_cast_5 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord9.xy * temp_cast_4 + temp_cast_5;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float4 FoamColor442 = ( temp_output_471_0 * _FoamColor );
float FoamMask439 = temp_output_471_0;
float4 color478 = IsGammaSpace() ? float4(0.4980392,0.4980392,1,0) : float4(0.2122307,0.2122307,1,0);
float layeredBlendVar477 = FoamMask439;
float4 layeredBlend477 = ( lerp( float4( NORMALMAPWAVES243 , 0.0 ),color478 , layeredBlendVar477 ) );
float4 normalizeResult474 = normalize( layeredBlend477 );
float4 temp_cast_9 = (_Smootness).xxxx;
float4 color484 = IsGammaSpace() ? float4(0.2264151,0.2264151,0.2264151,0) : float4(0.04193995,0.04193995,0.04193995,0);
float layeredBlendVar485 = FoamMask439;
float4 layeredBlend485 = ( lerp( temp_cast_9,color484 , layeredBlendVar485 ) );
float DeepShallowMask197 = clampResult81;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float3 BaseColor = ( lerpResult470 + FoamColor442 ).rgb;
float3 Normal = normalizeResult474.rgb;
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = _Mettalic;
float Smoothness = layeredBlend485.r;
float Occlusion = 1;
float Alpha = TRANSPARENCYFINAL267;
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#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
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#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 ase_texcoord : TEXCOORD0;
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
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 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 );
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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 );
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
output.ase_texcoord3.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
float4 ase_texcoord : TEXCOORD0;
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;
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;
#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
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( ScreenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float DeepShallowMask197 = clampResult81;
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_0 = (_FoamNoiseScale).xx;
float2 temp_cast_1 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord3.xy * temp_cast_0 + temp_cast_1;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float FoamMask439 = temp_output_471_0;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float Alpha = TRANSPARENCYFINAL267;
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#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
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#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 ase_texcoord : TEXCOORD0;
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
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 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 );
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
output.ase_texcoord3.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
float4 ase_texcoord : TEXCOORD0;
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;
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;
#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
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( ScreenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float DeepShallowMask197 = clampResult81;
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_0 = (_FoamNoiseScale).xx;
float2 temp_cast_1 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord3.xy * temp_cast_0 + temp_cast_1;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float FoamMask439 = temp_output_471_0;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float Alpha = TRANSPARENCYFINAL267;
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#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"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 _NormalMapTexture;
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 );
}
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_positionCS);
output.ase_texcoord4 = screenPos;
output.ase_texcoord5.xy = input.texcoord0.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord5.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
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;
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;
#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
float4 screenPos = input.ase_texcoord4;
float4 ase_positionSSNorm = screenPos / screenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float screenDepth350 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth350 = abs( ( screenDepth350 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( 100.0 ) );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float4 appendResult405 = (float4(_NormalMapsWavesSize , _NormalMapsWavesSize , 0.0 , 0.0));
float mulTime251 = _TimeParameters.x * 0.1;
float2 temp_cast_1 = (( mulTime251 * _NormalMapWavesSpeed )).xx;
float2 texCoord254 = input.ase_texcoord5.xy * appendResult405.xy + temp_cast_1;
float2 temp_output_2_0_g9 = texCoord254;
float2 break6_g9 = temp_output_2_0_g9;
float temp_output_25_0_g9 = ( pow( 0.5 , 3.0 ) * 0.1 );
float2 appendResult8_g9 = (float2(( break6_g9.x + temp_output_25_0_g9 ) , break6_g9.y));
float4 tex2DNode14_g9 = tex2D( _NormalMapTexture, temp_output_2_0_g9 );
float temp_output_4_0_g9 = 1.0;
float3 appendResult13_g9 = (float3(1.0 , 0.0 , ( ( tex2D( _NormalMapTexture, appendResult8_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float2 appendResult9_g9 = (float2(break6_g9.x , ( break6_g9.y + temp_output_25_0_g9 )));
float3 appendResult16_g9 = (float3(0.0 , 1.0 , ( ( tex2D( _NormalMapTexture, appendResult9_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float3 normalizeResult22_g9 = normalize( cross( appendResult13_g9 , appendResult16_g9 ) );
float3 NORMALMAPWAVES243 = normalizeResult22_g9;
float4 fetchOpaqueVal314 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( ( NORMALMAPWAVES243 * 1.0 ) , 0.0 ) ).xy.xy ), 1.0 );
float4 FAKEREFRACTIONS415 = ( ( 1.0 - distanceDepth350 ) * fetchOpaqueVal314 );
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( screenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float4 lerpResult86 = lerp( _ShallowColor , _DeepColor , clampResult81);
float4 DeepShallowColor196 = lerpResult86;
float4 lerpResult470 = lerp( FAKEREFRACTIONS415 , DeepShallowColor196 , float4( 0.6132076,0.6132076,0.6132076,0 ));
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_4 = (_FoamNoiseScale).xx;
float2 temp_cast_5 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord5.xy * temp_cast_4 + temp_cast_5;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float4 FoamColor442 = ( temp_output_471_0 * _FoamColor );
float DeepShallowMask197 = clampResult81;
float FoamMask439 = temp_output_471_0;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float3 BaseColor = ( lerpResult470 + FoamColor442 ).rgb;
float3 Emission = 0;
float Alpha = TRANSPARENCYFINAL267;
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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#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"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 _NormalMapTexture;
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 );
}
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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 );
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_positionCS);
output.ase_texcoord2 = screenPos;
output.ase_texcoord3.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
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;
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;
#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
float4 screenPos = input.ase_texcoord2;
float4 ase_positionSSNorm = screenPos / screenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float screenDepth350 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth350 = abs( ( screenDepth350 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( 100.0 ) );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float4 appendResult405 = (float4(_NormalMapsWavesSize , _NormalMapsWavesSize , 0.0 , 0.0));
float mulTime251 = _TimeParameters.x * 0.1;
float2 temp_cast_1 = (( mulTime251 * _NormalMapWavesSpeed )).xx;
float2 texCoord254 = input.ase_texcoord3.xy * appendResult405.xy + temp_cast_1;
float2 temp_output_2_0_g9 = texCoord254;
float2 break6_g9 = temp_output_2_0_g9;
float temp_output_25_0_g9 = ( pow( 0.5 , 3.0 ) * 0.1 );
float2 appendResult8_g9 = (float2(( break6_g9.x + temp_output_25_0_g9 ) , break6_g9.y));
float4 tex2DNode14_g9 = tex2D( _NormalMapTexture, temp_output_2_0_g9 );
float temp_output_4_0_g9 = 1.0;
float3 appendResult13_g9 = (float3(1.0 , 0.0 , ( ( tex2D( _NormalMapTexture, appendResult8_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float2 appendResult9_g9 = (float2(break6_g9.x , ( break6_g9.y + temp_output_25_0_g9 )));
float3 appendResult16_g9 = (float3(0.0 , 1.0 , ( ( tex2D( _NormalMapTexture, appendResult9_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float3 normalizeResult22_g9 = normalize( cross( appendResult13_g9 , appendResult16_g9 ) );
float3 NORMALMAPWAVES243 = normalizeResult22_g9;
float4 fetchOpaqueVal314 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( ( NORMALMAPWAVES243 * 1.0 ) , 0.0 ) ).xy.xy ), 1.0 );
float4 FAKEREFRACTIONS415 = ( ( 1.0 - distanceDepth350 ) * fetchOpaqueVal314 );
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( screenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float4 lerpResult86 = lerp( _ShallowColor , _DeepColor , clampResult81);
float4 DeepShallowColor196 = lerpResult86;
float4 lerpResult470 = lerp( FAKEREFRACTIONS415 , DeepShallowColor196 , float4( 0.6132076,0.6132076,0.6132076,0 ));
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_4 = (_FoamNoiseScale).xx;
float2 temp_cast_5 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord3.xy * temp_cast_4 + temp_cast_5;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float4 FoamColor442 = ( temp_output_471_0 * _FoamColor );
float DeepShallowMask197 = clampResult81;
float FoamMask439 = temp_output_471_0;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float3 BaseColor = ( lerpResult470 + FoamColor442 ).rgb;
float Alpha = TRANSPARENCYFINAL267;
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#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
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#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 ase_texcoord : TEXCOORD0;
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
float4 ase_texcoord5 : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 _NormalMapTexture;
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 );
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
output.ase_texcoord5.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord5.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
float4 ase_texcoord : TEXCOORD0;
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.ase_texcoord = input.ase_texcoord;
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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = 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
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_0 = (_FoamNoiseScale).xx;
float2 temp_cast_1 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord5.xy * temp_cast_0 + temp_cast_1;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float FoamMask439 = temp_output_471_0;
float4 appendResult405 = (float4(_NormalMapsWavesSize , _NormalMapsWavesSize , 0.0 , 0.0));
float mulTime251 = _TimeParameters.x * 0.1;
float2 temp_cast_3 = (( mulTime251 * _NormalMapWavesSpeed )).xx;
float2 texCoord254 = input.ase_texcoord5.xy * appendResult405.xy + temp_cast_3;
float2 temp_output_2_0_g9 = texCoord254;
float2 break6_g9 = temp_output_2_0_g9;
float temp_output_25_0_g9 = ( pow( 0.5 , 3.0 ) * 0.1 );
float2 appendResult8_g9 = (float2(( break6_g9.x + temp_output_25_0_g9 ) , break6_g9.y));
float4 tex2DNode14_g9 = tex2D( _NormalMapTexture, temp_output_2_0_g9 );
float temp_output_4_0_g9 = 1.0;
float3 appendResult13_g9 = (float3(1.0 , 0.0 , ( ( tex2D( _NormalMapTexture, appendResult8_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float2 appendResult9_g9 = (float2(break6_g9.x , ( break6_g9.y + temp_output_25_0_g9 )));
float3 appendResult16_g9 = (float3(0.0 , 1.0 , ( ( tex2D( _NormalMapTexture, appendResult9_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float3 normalizeResult22_g9 = normalize( cross( appendResult13_g9 , appendResult16_g9 ) );
float3 NORMALMAPWAVES243 = normalizeResult22_g9;
float4 color478 = IsGammaSpace() ? float4(0.4980392,0.4980392,1,0) : float4(0.2122307,0.2122307,1,0);
float layeredBlendVar477 = FoamMask439;
float4 layeredBlend477 = ( lerp( float4( NORMALMAPWAVES243 , 0.0 ),color478 , layeredBlendVar477 ) );
float4 normalizeResult474 = normalize( layeredBlend477 );
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( ScreenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float DeepShallowMask197 = clampResult81;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float3 Normal = normalizeResult474.rgb;
float Alpha = TRANSPARENCYFINAL267;
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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _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_SCREEN_POSITION
#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;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 _NormalMapTexture;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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 );
}
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
output.ase_texcoord9.xy = input.texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord9.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
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;
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;
#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 );
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float screenDepth350 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth350 = abs( ( screenDepth350 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( 100.0 ) );
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float4 appendResult405 = (float4(_NormalMapsWavesSize , _NormalMapsWavesSize , 0.0 , 0.0));
float mulTime251 = _TimeParameters.x * 0.1;
float2 temp_cast_1 = (( mulTime251 * _NormalMapWavesSpeed )).xx;
float2 texCoord254 = input.ase_texcoord9.xy * appendResult405.xy + temp_cast_1;
float2 temp_output_2_0_g9 = texCoord254;
float2 break6_g9 = temp_output_2_0_g9;
float temp_output_25_0_g9 = ( pow( 0.5 , 3.0 ) * 0.1 );
float2 appendResult8_g9 = (float2(( break6_g9.x + temp_output_25_0_g9 ) , break6_g9.y));
float4 tex2DNode14_g9 = tex2D( _NormalMapTexture, temp_output_2_0_g9 );
float temp_output_4_0_g9 = 1.0;
float3 appendResult13_g9 = (float3(1.0 , 0.0 , ( ( tex2D( _NormalMapTexture, appendResult8_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float2 appendResult9_g9 = (float2(break6_g9.x , ( break6_g9.y + temp_output_25_0_g9 )));
float3 appendResult16_g9 = (float3(0.0 , 1.0 , ( ( tex2D( _NormalMapTexture, appendResult9_g9 ).g - tex2DNode14_g9.g ) * temp_output_4_0_g9 )));
float3 normalizeResult22_g9 = normalize( cross( appendResult13_g9 , appendResult16_g9 ) );
float3 NORMALMAPWAVES243 = normalizeResult22_g9;
float4 fetchOpaqueVal314 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( ( NORMALMAPWAVES243 * 1.0 ) , 0.0 ) ).xy.xy ), 1.0 );
float4 FAKEREFRACTIONS415 = ( ( 1.0 - distanceDepth350 ) * fetchOpaqueVal314 );
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( ScreenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float4 lerpResult86 = lerp( _ShallowColor , _DeepColor , clampResult81);
float4 DeepShallowColor196 = lerpResult86;
float4 lerpResult470 = lerp( FAKEREFRACTIONS415 , DeepShallowColor196 , float4( 0.6132076,0.6132076,0.6132076,0 ));
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_4 = (_FoamNoiseScale).xx;
float2 temp_cast_5 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord9.xy * temp_cast_4 + temp_cast_5;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float4 FoamColor442 = ( temp_output_471_0 * _FoamColor );
float FoamMask439 = temp_output_471_0;
float4 color478 = IsGammaSpace() ? float4(0.4980392,0.4980392,1,0) : float4(0.2122307,0.2122307,1,0);
float layeredBlendVar477 = FoamMask439;
float4 layeredBlend477 = ( lerp( float4( NORMALMAPWAVES243 , 0.0 ),color478 , layeredBlendVar477 ) );
float4 normalizeResult474 = normalize( layeredBlend477 );
float4 temp_cast_9 = (_Smootness).xxxx;
float4 color484 = IsGammaSpace() ? float4(0.2264151,0.2264151,0.2264151,0) : float4(0.04193995,0.04193995,0.04193995,0);
float layeredBlendVar485 = FoamMask439;
float4 layeredBlend485 = ( lerp( temp_cast_9,color484 , layeredBlendVar485 ) );
float DeepShallowMask197 = clampResult81;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float3 BaseColor = ( lerpResult470 + FoamColor442 ).rgb;
float3 Normal = normalizeResult474.rgb;
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = _Mettalic;
float Smoothness = layeredBlend485.r;
float Occlusion = 1;
float Alpha = TRANSPARENCYFINAL267;
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#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;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 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 );
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_positionCS);
output.ase_texcoord = screenPos;
output.ase_texcoord1.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
float4 ase_texcoord : TEXCOORD0;
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;
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;
#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;
float4 screenPos = input.ase_texcoord;
float4 ase_positionSSNorm = screenPos / screenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( screenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float DeepShallowMask197 = clampResult81;
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_0 = (_FoamNoiseScale).xx;
float2 temp_cast_1 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord1.xy * temp_cast_0 + temp_cast_1;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float FoamMask439 = temp_output_471_0;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
surfaceDescription.Alpha = TRANSPARENCYFINAL267;
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#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;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 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 );
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_positionCS);
output.ase_texcoord = screenPos;
output.ase_texcoord1.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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;
float4 ase_texcoord : TEXCOORD0;
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;
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;
#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;
float4 screenPos = input.ase_texcoord;
float4 ase_positionSSNorm = screenPos / screenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( screenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float DeepShallowMask197 = clampResult81;
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_0 = (_FoamNoiseScale).xx;
float2 temp_cast_1 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord1.xy * temp_cast_0 + temp_cast_1;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float FoamMask439 = temp_output_471_0;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
surfaceDescription.Alpha = TRANSPARENCYFINAL267;
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 _SURFACE_TYPE_TRANSPARENT 1
#define _NORMALMAP 1
#define ASE_VERSION 19800
#define ASE_SRP_VERSION 170003
#define REQUIRE_DEPTH_TEXTURE 1
#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
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 positionCSNoJitter : TEXCOORD0;
float4 previousPositionCSNoJitter : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float4 _FoamColor;
float _WaveAmplitude;
float _WaveSpeed;
float _WaveTile;
float _NormalMapsWavesSize;
float _NormalMapWavesSpeed;
float _DepthStrength;
float _Depth;
float _FoamAmount;
float _FoamPower;
float _FoamNoiseScale;
float _Mettalic;
float _Smootness;
#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 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 );
}
float2 UnityGradientNoiseDir( float2 p )
{
p = fmod(p , 289);
float x = fmod((34 * p.x + 1) * p.x , 289) + p.y;
x = fmod( (34 * x + 1) * x , 289);
x = frac( x / 41 ) * 2 - 1;
return normalize( float2(x - floor(x + 0.5 ), abs( x ) - 0.5 ) );
}
float UnityGradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 ip = floor( p );
float2 fp = frac( p );
float d00 = dot( UnityGradientNoiseDir( ip ), fp );
float d01 = dot( UnityGradientNoiseDir( ip + float2( 0, 1 ) ), fp - float2( 0, 1 ) );
float d10 = dot( UnityGradientNoiseDir( ip + float2( 1, 0 ) ), fp - float2( 1, 0 ) );
float d11 = dot( UnityGradientNoiseDir( ip + float2( 1, 1 ) ), fp - float2( 1, 1 ) );
fp = fp * fp * fp * ( fp * ( fp * 6 - 15 ) + 10 );
return lerp( lerp( d00, d01, fp.y ), lerp( d10, d11, fp.y ), fp.x ) + 0.5;
}
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);
float4 appendResult153 = (float4(0.23 , -0.8 , 0.0 , 0.0));
float3 ase_positionWS = TransformObjectToWorld( (input.positionOS).xyz );
float4 appendResult156 = (float4(ase_positionWS.x , ase_positionWS.z , 0.0 , 0.0));
float2 panner145 = ( ( _TimeParameters.x * _WaveSpeed ) * appendResult153.xy + ( ( appendResult156 * float4( float2( 6.5,0.9 ), 0.0 , 0.0 ) ) * _WaveTile ).xy);
float simplePerlin2D143 = snoise( panner145 );
simplePerlin2D143 = simplePerlin2D143*0.5 + 0.5;
float WAVESDISPLACEMENT245 = ( ( float3(0,0.05,0).y * _WaveAmplitude ) * simplePerlin2D143 );
float3 temp_cast_3 = (WAVESDISPLACEMENT245).xxx;
float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_positionCS);
output.ase_texcoord2 = screenPos;
output.ase_texcoord3.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = temp_cast_3;
#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 );
float4 screenPos = input.ase_texcoord2;
float4 ase_positionSSNorm = screenPos / screenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float depthLinearEye64 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ), _ZBufferParams );
float clampResult81 = clamp( ( _DepthStrength * ( depthLinearEye64 - ( screenPos.w + _Depth ) ) ) , 0.0 , 1.0 );
float DeepShallowMask197 = clampResult81;
float screenDepth434 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
float distanceDepth434 = abs( ( screenDepth434 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _FoamAmount ) );
float saferPower436 = abs( distanceDepth434 );
float temp_output_436_0 = pow( saferPower436 , _FoamPower );
float2 temp_cast_0 = (_FoamNoiseScale).xx;
float2 temp_cast_1 = (( _TimeParameters.x * 0.2 )).xx;
float2 texCoord433 = input.ase_texcoord3.xy * temp_cast_0 + temp_cast_1;
float gradientNoise437 = UnityGradientNoise(texCoord433,1.0);
gradientNoise437 = gradientNoise437*0.5 + 0.5;
float temp_output_471_0 = step( temp_output_436_0 , gradientNoise437 );
float FoamMask439 = temp_output_471_0;
float smoothstepResult400 = smoothstep( 0.2 , 1.2 , FoamMask439);
float clampResult401 = clamp( ( smoothstepResult400 * 0.05 ) , 0.0 , 1.0 );
float TRANSPARENCYFINAL267 = ( DeepShallowMask197 + (1.0 + (0.95 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + clampResult401 );
float Alpha = TRANSPARENCYFINAL267;
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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