Firstborn/Assets/Toby Fredson/Modular Dungeon Catacombs -.../Shaders/Tree Leaf Foliage Wind.shader

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Tobyfredson/Tree Leaf Foliage Wind Basic (URP)"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[ASEBegin]_AlbedoColor("Albedo Color", Color) = (1,1,1,0)
_AlbedoLightness("Albedo Lightness", Range( 0 , 5)) = 1
[Toggle(_COLORVARIATION_ON)] _ColorVariation("Color Variation", Float) = 0
_LeafColorvariatoion("Leaf Color variatoion", Range( 0 , 5)) = 0.6
[NoScaleOffset]_AlbedoMap("Albedo Map", 2D) = "white" {}
[NoScaleOffset]_NormalMap("Normal Map", 2D) = "bump" {}
_NormalIntensity("Normal Intensity", Range( -3 , 3)) = 0
[Toggle(_NORMALBACKFACEFIXBRANCH_ON)] _NormalBackFaceFixBranch("Normal BackFace Fix (Branch)", Float) = 0
[NoScaleOffset]_MaskMap("Mask Map", 2D) = "white" {}
_SmoothnessIntensity("Smoothness Intensity", Float) = 1
_TranslucencyColor("Translucency Color", Color) = (0.5,0.5,0.5,0)
_TranslucencyPower("Translucency Power", Range( 0 , 40)) = 8
_TranslucencyRange("Translucency Range", Float) = 1
_AmbientOcclusion("Ambient Occlusion", Range( 0 , 1)) = 1
[Toggle(_VERTEXAO_ON)] _VertexAo("Vertex Ao", Float) = 1
_VertexAointensity("Vertex Ao intensity", Range( 0 , 1)) = 0
_GlobalWindPower("Global Wind Power", Range( 0 , 1)) = 1
_WindDirection("Wind Direction", Range( 1.54 , 1.6)) = 1
_WindPower("Wind Power", Range( 0 , 0.89)) = 1
_WorldFrequency("World Frequency", Range( 0 , 1)) = 1
_WindScale("Wind Scale", Range( 0 , 2)) = 1
_WindAngley("Wind Angle (y)", Range( -100 , 100)) = 20
[ASEEnd]_Cutout("Cutout", Range( 0 , 1)) = 0.4
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Off
AlphaToMask Off
HLSLINCLUDE
#pragma target 3.0
#pragma prefer_hlslcc gles
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#pragma multi_compile _ DOTS_INSTANCING_ON
#define _EMISSION
#define _ALPHATEST_ON 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 80200
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_FORWARD
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_SHADOWCOORDS
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature _COLORVARIATION_ON
#pragma shader_feature_local _NORMALBACKFACEFIXBRANCH_ON
#pragma shader_feature_local _VERTEXAO_ON
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 lightmapUVOrVertexSH : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 screenPos : TEXCOORD6;
#endif
float4 ase_texcoord7 : TEXCOORD7;
float4 ase_color : COLOR;
float4 ase_texcoord8 : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _TranslucencyColor;
float4 _AlbedoColor;
float _WindDirection;
float _AmbientOcclusion;
float _SmoothnessIntensity;
float _TranslucencyRange;
float _TranslucencyPower;
float _NormalIntensity;
float _AlbedoLightness;
float _LeafColorvariatoion;
float _WorldFrequency;
float _WindScale;
float _WindPower;
float _WindAngley;
float _GlobalWindPower;
float _VertexAointensity;
float _Cutout;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlbedoMap;
sampler2D _NormalMap;
sampler2D _MaskMap;
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 );
}
//https://www.shadertoy.com/view/XdXGW8
float2 GradientNoiseDir( float2 x )
{
const float2 k = float2( 0.3183099, 0.3678794 );
x = x * k + k.yx;
return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
}
float GradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 i = floor( p );
float2 f = frac( p );
float2 u = f * f * ( 3.0 - 2.0 * f );
return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
}
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
float mulTime10 = _TimeParameters.x * 0.1;
float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
gradientNoise19 = gradientNoise19*0.5 + 0.5;
float4 temp_cast_6 = (gradientNoise19).xxxx;
float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0));
float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g);
float2 texCoord52 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) );
float3 _Vector1 = float3(0,0,0);
float4 temp_cast_8 = (_Vector1.y).xxxx;
float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y);
float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
float3 TrunkPivotBend169 = rotatedValue131;
o.ase_texcoord7.xy = v.texcoord.xy;
o.ase_color = v.ase_color;
o.ase_texcoord8 = v.vertex;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord7.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = TrunkPivotBend169;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float3 positionVS = TransformWorldToView( positionWS );
float4 positionCS = TransformWorldToHClip( positionWS );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord;
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
#ifdef ASE_FOG
half fogFactor = ComputeFogFactor( positionCS.z );
#else
half fogFactor = 0;
#endif
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
o.screenPos = ComputeScreenPos(positionCS);
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_tangent = v.ase_tangent;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
#define ASE_SV_DEPTH SV_DepthLessEqual
#else
#define ASE_SV_DEPTH SV_Depth
#endif
half4 frag ( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
, FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( IN.tSpace0.xyz );
float3 WorldTangent = IN.tSpace1.xyz;
float3 WorldBiTangent = IN.tSpace2.xyz;
#endif
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 ScreenPos = IN.screenPos;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 uv_AlbedoMap57 = IN.ase_texcoord7.xy;
float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
float4 break150 = tex2DNode57;
float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) );
float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0));
float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion);
#ifdef _COLORVARIATION_ON
float4 staticSwitch91 = lerpResult155;
#else
float4 staticSwitch91 = tex2DNode57;
#endif
float4 AlbedoOutput204 = ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) );
float2 uv_NormalMap81 = IN.ase_texcoord7.xy;
float3 unpack81 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap81 ), _NormalIntensity );
unpack81.z = lerp( 1, unpack81.z, saturate(_NormalIntensity) );
float3 tex2DNode81 = unpack81;
float3 appendResult232 = (float3(tex2DNode81.r , ( tex2DNode81.g * ase_vface ) , tex2DNode81.b));
float3 appendResult162 = (float3(tex2DNode81.r , tex2DNode81.g , ( tex2DNode81.b * ase_vface )));
#ifdef _NORMALBACKFACEFIXBRANCH_ON
float3 staticSwitch163 = appendResult162;
#else
float3 staticSwitch163 = appendResult232;
#endif
float3 NormalOutput207 = staticSwitch163;
float ase_lightAtten = 0;
Light ase_mainLight = GetMainLight( ShadowCoords );
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
float2 uv_MaskMap44 = IN.ase_texcoord7.xy;
float4 tex2DNode44 = tex2D( _MaskMap, uv_MaskMap44 );
float fresnelNdotV35 = dot( WorldNormal, WorldViewDirection );
float fresnelNode35 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV35, 5.0 ) );
float4 FresnelBase185 = ( tex2DNode44.b * ( staticSwitch91 * saturate( fresnelNode35 ) ) );
float3 objToWorldDir7 = normalize( mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord8.xyz, 0 ) ).xyz );
float dotResult38 = dot( WorldViewDirection , -( SafeNormalize(_MainLightPosition.xyz) + ( objToWorldDir7 * _TranslucencyRange ) ) );
float4 TranslucencyBase194 = saturate( ( dotResult38 * _TranslucencyColor ) );
float4 TranslucencyOutput200 = ( ase_lightAtten * ( ( IN.ase_color.r * ( _TranslucencyPower * ( FresnelBase185 * ( tex2DNode44.b * TranslucencyBase194 ) ) ) ) * float4( _MainLightColor.rgb , 0.0 ) * _MainLightColor.a ) );
float temp_output_48_0 = ( tex2DNode44.a * _SmoothnessIntensity );
float SmoothnessOutput192 = temp_output_48_0;
float AoBase175 = pow( tex2DNode44.g , _AmbientOcclusion );
float blendOpSrc95 = IN.ase_color.r;
float blendOpDest95 = AoBase175;
float lerpBlendMode95 = lerp(blendOpDest95,( blendOpSrc95 * blendOpDest95 ),_VertexAointensity);
#ifdef _VERTEXAO_ON
float staticSwitch108 = ( saturate( lerpBlendMode95 ));
#else
float staticSwitch108 = AoBase175;
#endif
float AoOutput202 = staticSwitch108;
float OpacityMaskOutput213 = tex2DNode57.a;
float3 Albedo = AlbedoOutput204.rgb;
float3 Normal = NormalOutput207;
float3 Emission = TranslucencyOutput200.rgb;
float3 Specular = 0.5;
float Metallic = 0;
float Smoothness = SmoothnessOutput192;
float Occlusion = AoOutput202;
float Alpha = OpacityMaskOutput213;
float AlphaClipThreshold = _Cutout;
float AlphaClipThresholdShadow = 0.5;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = 0;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData;
inputData.positionWS = WorldPosition;
inputData.viewDirectionWS = WorldViewDirection;
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
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
inputData.normalWS = WorldNormal;
#endif
#ifdef ASE_FOG
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
#endif
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
#ifdef _ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
half4 color = UniversalFragmentPBR(
inputData,
Albedo,
Metallic,
Specular,
Smoothness,
Occlusion,
Emission,
Alpha);
#ifdef _TRANSMISSION_ASE
{
float shadow = _TransmissionShadow;
Light mainLight = GetMainLight( inputData.shadowCoord );
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
color.rgb += Albedo * mainTransmission;
#ifdef _ADDITIONAL_LIGHTS
int transPixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < transPixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
float3 atten = light.color * light.distanceAttenuation;
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
color.rgb += Albedo * transmission;
}
#endif
}
#endif
#ifdef _TRANSLUCENCY_ASE
{
float shadow = _TransShadow;
float normal = _TransNormal;
float scattering = _TransScattering;
float direct = _TransDirect;
float ambient = _TransAmbient;
float strength = _TransStrength;
Light mainLight = GetMainLight( inputData.shadowCoord );
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
color.rgb += Albedo * mainTranslucency * strength;
#ifdef _ADDITIONAL_LIGHTS
int transPixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < transPixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
float3 atten = light.color * light.distanceAttenuation;
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
half3 lightDir = light.direction + inputData.normalWS * normal;
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
color.rgb += Albedo * translucency * strength;
}
#endif
}
#endif
#ifdef _REFRACTION_ASE
float4 projScreenPos = ScreenPos / ScreenPos.w;
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
projScreenPos.xy += refractionOffset.xy;
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
color.rgb = lerp( refraction, color.rgb, color.a );
color.a = 1;
#endif
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_FOG
#ifdef TERRAIN_SPLAT_ADDPASS
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
#else
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
#endif
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#pragma multi_compile _ DOTS_INSTANCING_ON
#define _EMISSION
#define _ALPHATEST_ON 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 80200
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_SHADOWCASTER
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define ASE_NEEDS_VERT_POSITION
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _TranslucencyColor;
float4 _AlbedoColor;
float _WindDirection;
float _AmbientOcclusion;
float _SmoothnessIntensity;
float _TranslucencyRange;
float _TranslucencyPower;
float _NormalIntensity;
float _AlbedoLightness;
float _LeafColorvariatoion;
float _WorldFrequency;
float _WindScale;
float _WindPower;
float _WindAngley;
float _GlobalWindPower;
float _VertexAointensity;
float _Cutout;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlbedoMap;
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 );
}
//https://www.shadertoy.com/view/XdXGW8
float2 GradientNoiseDir( float2 x )
{
const float2 k = float2( 0.3183099, 0.3678794 );
x = x * k + k.yx;
return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
}
float GradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 i = floor( p );
float2 f = frac( p );
float2 u = f * f * ( 3.0 - 2.0 * f );
return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
}
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float3 _LightDirection;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
float mulTime10 = _TimeParameters.x * 0.1;
float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
gradientNoise19 = gradientNoise19*0.5 + 0.5;
float4 temp_cast_6 = (gradientNoise19).xxxx;
float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0));
float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g);
float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) );
float3 _Vector1 = float3(0,0,0);
float4 temp_cast_8 = (_Vector1.y).xxxx;
float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y);
float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
float3 TrunkPivotBend169 = rotatedValue131;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = TrunkPivotBend169;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = clipPos;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
#define ASE_SV_DEPTH SV_DepthLessEqual
#else
#define ASE_SV_DEPTH SV_Depth
#endif
half4 frag( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy;
float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
float OpacityMaskOutput213 = tex2DNode57.a;
float Alpha = OpacityMaskOutput213;
float AlphaClipThreshold = _Cutout;
float AlphaClipThresholdShadow = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = 0;
#endif
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#pragma multi_compile _ DOTS_INSTANCING_ON
#define _EMISSION
#define _ALPHATEST_ON 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 80200
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define ASE_NEEDS_VERT_POSITION
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _TranslucencyColor;
float4 _AlbedoColor;
float _WindDirection;
float _AmbientOcclusion;
float _SmoothnessIntensity;
float _TranslucencyRange;
float _TranslucencyPower;
float _NormalIntensity;
float _AlbedoLightness;
float _LeafColorvariatoion;
float _WorldFrequency;
float _WindScale;
float _WindPower;
float _WindAngley;
float _GlobalWindPower;
float _VertexAointensity;
float _Cutout;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlbedoMap;
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 );
}
//https://www.shadertoy.com/view/XdXGW8
float2 GradientNoiseDir( float2 x )
{
const float2 k = float2( 0.3183099, 0.3678794 );
x = x * k + k.yx;
return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
}
float GradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 i = floor( p );
float2 f = frac( p );
float2 u = f * f * ( 3.0 - 2.0 * f );
return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
}
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
float mulTime10 = _TimeParameters.x * 0.1;
float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
gradientNoise19 = gradientNoise19*0.5 + 0.5;
float4 temp_cast_6 = (gradientNoise19).xxxx;
float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0));
float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g);
float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) );
float3 _Vector1 = float3(0,0,0);
float4 temp_cast_8 = (_Vector1.y).xxxx;
float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y);
float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
float3 TrunkPivotBend169 = rotatedValue131;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = TrunkPivotBend169;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
#define ASE_SV_DEPTH SV_DepthLessEqual
#else
#define ASE_SV_DEPTH SV_Depth
#endif
half4 frag( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy;
float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
float OpacityMaskOutput213 = tex2DNode57.a;
float Alpha = OpacityMaskOutput213;
float AlphaClipThreshold = _Cutout;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = 0;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#pragma multi_compile _ DOTS_INSTANCING_ON
#define _EMISSION
#define _ALPHATEST_ON 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 80200
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_META
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_SHADOWCOORDS
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature _COLORVARIATION_ON
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _TranslucencyColor;
float4 _AlbedoColor;
float _WindDirection;
float _AmbientOcclusion;
float _SmoothnessIntensity;
float _TranslucencyRange;
float _TranslucencyPower;
float _NormalIntensity;
float _AlbedoLightness;
float _LeafColorvariatoion;
float _WorldFrequency;
float _WindScale;
float _WindPower;
float _WindAngley;
float _GlobalWindPower;
float _VertexAointensity;
float _Cutout;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlbedoMap;
sampler2D _MaskMap;
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 );
}
//https://www.shadertoy.com/view/XdXGW8
float2 GradientNoiseDir( float2 x )
{
const float2 k = float2( 0.3183099, 0.3678794 );
x = x * k + k.yx;
return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
}
float GradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 i = floor( p );
float2 f = frac( p );
float2 u = f * f * ( 3.0 - 2.0 * f );
return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
}
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
float mulTime10 = _TimeParameters.x * 0.1;
float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
gradientNoise19 = gradientNoise19*0.5 + 0.5;
float4 temp_cast_6 = (gradientNoise19).xxxx;
float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0));
float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g);
float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) );
float3 _Vector1 = float3(0,0,0);
float4 temp_cast_8 = (_Vector1.y).xxxx;
float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y);
float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
float3 TrunkPivotBend169 = rotatedValue131;
float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
o.ase_texcoord3.xyz = ase_worldNormal;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
o.ase_color = v.ase_color;
o.ase_texcoord4 = v.vertex;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
o.ase_texcoord3.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = TrunkPivotBend169;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy;
float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
float4 break150 = tex2DNode57;
float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) );
float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0));
float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion);
#ifdef _COLORVARIATION_ON
float4 staticSwitch91 = lerpResult155;
#else
float4 staticSwitch91 = tex2DNode57;
#endif
float4 AlbedoOutput204 = ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) );
float ase_lightAtten = 0;
Light ase_mainLight = GetMainLight( ShadowCoords );
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
float2 uv_MaskMap44 = IN.ase_texcoord2.xy;
float4 tex2DNode44 = tex2D( _MaskMap, uv_MaskMap44 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 ase_worldNormal = IN.ase_texcoord3.xyz;
float fresnelNdotV35 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode35 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV35, 5.0 ) );
float4 FresnelBase185 = ( tex2DNode44.b * ( staticSwitch91 * saturate( fresnelNode35 ) ) );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float3 objToWorldDir7 = normalize( mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord4.xyz, 0 ) ).xyz );
float dotResult38 = dot( ase_worldViewDir , -( SafeNormalize(_MainLightPosition.xyz) + ( objToWorldDir7 * _TranslucencyRange ) ) );
float4 TranslucencyBase194 = saturate( ( dotResult38 * _TranslucencyColor ) );
float4 TranslucencyOutput200 = ( ase_lightAtten * ( ( IN.ase_color.r * ( _TranslucencyPower * ( FresnelBase185 * ( tex2DNode44.b * TranslucencyBase194 ) ) ) ) * float4( _MainLightColor.rgb , 0.0 ) * _MainLightColor.a ) );
float OpacityMaskOutput213 = tex2DNode57.a;
float3 Albedo = AlbedoOutput204.rgb;
float3 Emission = TranslucencyOutput200.rgb;
float Alpha = OpacityMaskOutput213;
float AlphaClipThreshold = _Cutout;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = Albedo;
metaInput.Emission = Emission;
return MetaFragment(metaInput);
}
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags { "LightMode"="Universal2D" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#pragma multi_compile _ DOTS_INSTANCING_ON
#define _EMISSION
#define _ALPHATEST_ON 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 80200
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_2D
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_POSITION
#pragma shader_feature _COLORVARIATION_ON
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _TranslucencyColor;
float4 _AlbedoColor;
float _WindDirection;
float _AmbientOcclusion;
float _SmoothnessIntensity;
float _TranslucencyRange;
float _TranslucencyPower;
float _NormalIntensity;
float _AlbedoLightness;
float _LeafColorvariatoion;
float _WorldFrequency;
float _WindScale;
float _WindPower;
float _WindAngley;
float _GlobalWindPower;
float _VertexAointensity;
float _Cutout;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlbedoMap;
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 );
}
//https://www.shadertoy.com/view/XdXGW8
float2 GradientNoiseDir( float2 x )
{
const float2 k = float2( 0.3183099, 0.3678794 );
x = x * k + k.yx;
return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
}
float GradientNoise( float2 UV, float Scale )
{
float2 p = UV * Scale;
float2 i = floor( p );
float2 f = frac( p );
float2 u = f * f * ( 3.0 - 2.0 * f );
return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
}
float4 CalculateContrast( float contrastValue, float4 colorTarget )
{
float t = 0.5 * ( 1.0 - contrastValue );
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
}
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
float mulTime10 = _TimeParameters.x * 0.1;
float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
gradientNoise19 = gradientNoise19*0.5 + 0.5;
float4 temp_cast_6 = (gradientNoise19).xxxx;
float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0));
float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g);
float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) );
float3 _Vector1 = float3(0,0,0);
float4 temp_cast_8 = (_Vector1.y).xxxx;
float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y);
float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
float3 TrunkPivotBend169 = rotatedValue131;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = TrunkPivotBend169;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy;
float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
float4 break150 = tex2DNode57;
float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) );
float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0));
float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion);
#ifdef _COLORVARIATION_ON
float4 staticSwitch91 = lerpResult155;
#else
float4 staticSwitch91 = tex2DNode57;
#endif
float4 AlbedoOutput204 = ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) );
float OpacityMaskOutput213 = tex2DNode57.a;
float3 Albedo = AlbedoOutput204.rgb;
float Alpha = OpacityMaskOutput213;
float AlphaClipThreshold = _Cutout;
half4 color = half4( Albedo, Alpha );
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
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