6058 lines
251 KiB
Plaintext
6058 lines
251 KiB
Plaintext
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Tobyfredson/Detail Map Coverage (HDRP)"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[ASEBegin][NoScaleOffset][SingleLineTexture]_Albedo("Albedo", 2D) = "white" {}
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[NoScaleOffset][Normal][SingleLineTexture]_NormalMap("Normal Map", 2D) = "bump" {}
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[NoScaleOffset][SingleLineTexture]_MetallicAoGloss("Metallic/Ao/Gloss", 2D) = "white" {}
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_Float3("Metallic", Range( 0 , 1)) = 0
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_Float4("Smoothness", Range( 0 , 1)) = 0
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_Tiling("Tiling", Vector) = (1,1,0,0)
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_Offset("Offset", Vector) = (1,1,0,0)
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[NoScaleOffset][SingleLineTexture]_DetailMask("Detail Mask", 2D) = "white" {}
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[NoScaleOffset][SingleLineTexture]_DetailAlbedo("Detail Albedo", 2D) = "gray" {}
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[NoScaleOffset][Normal][SingleLineTexture]_DetailNormal("Detail Normal", 2D) = "bump" {}
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_AmbientOcclusion("Ambient Occlusion", Range( 0 , 1)) = 0
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_TilingDetail("Tiling Detail", Vector) = (1,1,0,0)
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_OffsetDetail("Offset Detail", Vector) = (1,1,0,0)
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[NoScaleOffset][SingleLineTexture]_CoverageAlbedo("Coverage Albedo", 2D) = "white" {}
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[NoScaleOffset][Normal][SingleLineTexture]_CoverageNormal("Coverage Normal", 2D) = "bump" {}
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_Float6("Smoothness Coverage", Range( 0 , 1)) = 0
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_TilingTriplanar("Tiling Triplanar", Vector) = (1,1,0,0)
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_CoverageAmount("Coverage Amount", Range( 0 , 5)) = 1
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[ASEEnd]_CoverageFalloff("Coverage Falloff", Range( 1 , 5)) = 0.5
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[HideInInspector]_EmissionColor("Color", Color) = (1, 1, 1, 1)
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[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1
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//[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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[HideInInspector] [ToggleUI]_SupportDecals("Boolean", Float) = 1
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[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
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[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
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[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
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[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
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[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
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[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
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[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
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[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
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[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
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[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
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[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
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[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 0
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[HideInInspector] [ToggleUI] _ReceivesSSRTransparent("Boolean", Float) = 0
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[HideInInspector] _SurfaceType("Surface Type", Float) = 0
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[HideInInspector] _BlendMode("Blend Mode", Float) = 0
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[HideInInspector] _SrcBlend("Src Blend", Float) = 1
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[HideInInspector] _DstBlend("Dst Blend", Float) = 0
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[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
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[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
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[HideInInspector][ToggleUI]_AlphaToMask("Boolean", Float) = 0//New
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[HideInInspector][ToggleUI]_AlphaToMaskInspectorValue("Boolean", Float) = 0//New
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[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
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[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 1
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[HideInInspector] _CullMode("Cull Mode", Float) = 2
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[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
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[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
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[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
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[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
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[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)]_OpaqueCullMode("Float", Float) = 2
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[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
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[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
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[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
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[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
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[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
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[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
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[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
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[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}//New
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[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}//New
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[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}//New
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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HLSLINCLUDE
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#pragma target 4.5
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface
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{
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float3 Albedo;
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float3 Normal;
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float3 BentNormal;
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float3 Specular;
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float CoatMask;
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float Metallic;
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float3 Emission;
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float Smoothness;
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float Occlusion;
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float Alpha;
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float AlphaClipThreshold;
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float AlphaClipThresholdShadow;
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float AlphaClipThresholdDepthPrepass;
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float AlphaClipThresholdDepthPostpass;
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float SpecularAAScreenSpaceVariance;
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float SpecularAAThreshold;
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float SpecularOcclusion;
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float DepthOffset;
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//Refraction
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float RefractionIndex;
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float3 RefractionColor;
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float RefractionDistance;
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//SSS/Translucent
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float Thickness;
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float SubsurfaceMask;
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float DiffusionProfile;
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//Anisotropy
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float Anisotropy;
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float3 Tangent;
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//Iridescent
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float IridescenceMask;
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float IridescenceThickness;
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//BakedGI
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float3 BakedGI;
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float3 BakedBackGI;
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//Virtual Texturing
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float4 VTPackedFeedback;
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};
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struct AlphaSurfaceDescription // ShadowCaster
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{
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float Alpha;
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float AlphaClipThreshold;
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float AlphaClipThresholdShadow;
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float DepthOffset;
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};
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struct SceneSurfaceDescription // SceneSelection
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{
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float Alpha;
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float AlphaClipThreshold;
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float DepthOffset;
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};
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struct PrePassSurfaceDescription // DepthPrePass
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{
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float3 Normal;
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float Smoothness;
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float Alpha;
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float AlphaClipThresholdDepthPrepass;
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float DepthOffset;
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};
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struct PostPassSurfaceDescription //DepthPostPass
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{
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float Alpha;
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float AlphaClipThresholdDepthPostpass;
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float DepthOffset;
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};
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struct SmoothSurfaceDescription // MotionVectors DepthOnly
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{
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float3 Normal;
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float Smoothness;
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float Alpha;
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float AlphaClipThreshold;
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float DepthOffset;
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};
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struct DistortionSurfaceDescription //Distortion
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{
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float Alpha;
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float2 Distortion;
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float DistortionBlur;
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float AlphaClipThreshold;
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};
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlaneASE (float3 pos, float4 plane)
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{
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return dot (float4(pos,1.0f), plane);
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlaneASE(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "GBuffer"
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Tags { "LightMode"="GBuffer" }
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Cull [_CullMode]
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ZTest [_ZTestGBuffer]
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Stencil
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{
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Ref [_StencilRefGBuffer]
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WriteMask [_StencilWriteMaskGBuffer]
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Comp Always
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Pass Replace
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Fail Keep
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ZFail Keep
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}
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HLSLPROGRAM
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#define _SPECULAR_OCCLUSION_FROM_AO 1
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#define _DISABLE_SSR 1
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#define _AMBIENT_OCCLUSION 1
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#define ASE_SRP_VERSION 120101
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#ifdef UNITY_COLORSPACE_GAMMA//ASE Color Space Def
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#define unity_ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)//ASE Color Space Def
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#else // Linear values//ASE Color Space Def
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#define unity_ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)//ASE Color Space Def
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#endif//ASE Color Space Def
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#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local _DOUBLESIDED_ON
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#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
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#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
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#define SHADERPASS SHADERPASS_GBUFFER
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
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#pragma multi_compile_fragment _ LIGHT_LAYERS
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#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
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#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
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#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
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#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
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#endif
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#pragma vertex Vert
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||
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#pragma fragment Frag
|
||
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//#define UNITY_MATERIAL_LIT
|
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||
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#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
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#define OUTPUT_SPLIT_LIGHTING
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#endif
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#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
sampler2D _Albedo;
|
||
|
sampler2D _DetailAlbedo;
|
||
|
sampler2D _DetailMask;
|
||
|
sampler2D _CoverageAlbedo;
|
||
|
sampler2D _NormalMap;
|
||
|
sampler2D _CoverageNormal;
|
||
|
sampler2D _DetailNormal;
|
||
|
sampler2D _MetallicAoGloss;
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_FRAG_RELATIVE_WORLD_POS
|
||
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
#define ASE_NEEDS_VERT_TANGENT
|
||
|
|
||
|
|
||
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
||
|
#define ASE_NEED_CULLFACE 1
|
||
|
#endif
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 uv1 : TEXCOORD1;
|
||
|
float4 uv2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
float4 positionCS : SV_Position;
|
||
|
float3 positionRWS : TEXCOORD0;
|
||
|
float3 normalWS : TEXCOORD1;
|
||
|
float4 tangentWS : TEXCOORD2;
|
||
|
float4 uv1 : TEXCOORD3;
|
||
|
float4 uv2 : TEXCOORD4;
|
||
|
float4 ase_texcoord5 : TEXCOORD5;
|
||
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
||
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
inline float4 TriplanarSampling157( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||
|
}
|
||
|
|
||
|
inline float3 TriplanarSampling151( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
xNorm.xyz = half3( UnpackNormalmapRGorAG( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
||
|
yNorm.xyz = half3( UnpackNormalmapRGorAG( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
||
|
zNorm.xyz = half3( UnpackNormalmapRGorAG( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
||
|
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
||
|
}
|
||
|
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
// surface data
|
||
|
surfaceData.baseColor = surfaceDescription.Albedo;
|
||
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
||
|
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
|
||
|
surfaceData.metallic = surfaceDescription.Metallic;
|
||
|
surfaceData.coatMask = surfaceDescription.CoatMask;
|
||
|
|
||
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
||
|
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
|
||
|
#endif
|
||
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
||
|
surfaceData.thickness = surfaceDescription.Thickness;
|
||
|
#endif
|
||
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
||
|
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.specularColor = surfaceDescription.Specular;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.anisotropy = surfaceDescription.Anisotropy;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
|
||
|
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
|
||
|
#endif
|
||
|
|
||
|
// refraction
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
if( _EnableSSRefraction )
|
||
|
{
|
||
|
surfaceData.ior = surfaceDescription.RefractionIndex;
|
||
|
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
|
||
|
surfaceData.atDistance = surfaceDescription.RefractionDistance;
|
||
|
|
||
|
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// material features
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
#endif
|
||
|
#ifdef ASE_LIT_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
// others
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
||
|
#endif
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// normals
|
||
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
||
|
normalTS = surfaceDescription.Normal;
|
||
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
||
|
|
||
|
// decals
|
||
|
#if HAVE_DECALS
|
||
|
if( _EnableDecals )
|
||
|
{
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
|
||
|
#ifdef ASE_BENT_NORMAL
|
||
|
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
|
||
|
#endif
|
||
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
||
|
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
|
||
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
|
||
|
#endif
|
||
|
|
||
|
// debug
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
||
|
#endif
|
||
|
|
||
|
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
||
|
|
||
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ASE_BAKEDGI
|
||
|
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
|
||
|
#endif
|
||
|
#ifdef _ASE_BAKEDBACKGI
|
||
|
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
|
||
|
#endif
|
||
|
|
||
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
||
|
|
||
|
builtinData.distortion = float2(0.0, 0.0);
|
||
|
builtinData.distortionBlur = 0.0;
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
}
|
||
|
|
||
|
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
|
||
|
{
|
||
|
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
|
||
|
|
||
|
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz);
|
||
|
float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w;
|
||
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord6.xyz = ase_worldBitangent;
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord5.xy = inputMesh.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord5.zw = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord6.w = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue ;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
inputMesh.normalOS = inputMesh.normalOS ;
|
||
|
inputMesh.tangentOS = inputMesh.tangentOS ;
|
||
|
|
||
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
||
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
|
||
|
outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
|
||
|
outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
|
||
|
outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
|
||
|
outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1;
|
||
|
outputPackedVaryingsMeshToPS.uv2.xyzw = inputMesh.uv2;
|
||
|
return outputPackedVaryingsMeshToPS;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 uv1 : TEXCOORD1;
|
||
|
float4 uv2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl Vert ( AttributesMesh v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
o.uv1 = v.uv1;
|
||
|
o.uv2 = v.uv2;
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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")]
|
||
|
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
AttributesMesh o = (AttributesMesh) 0;
|
||
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
|
||
|
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * 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.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void Frag( PackedVaryingsMeshToPS packedInput,
|
||
|
OUTPUT_GBUFFER(outGBuffer)
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
||
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
float3 positionRWS = packedInput.positionRWS.xyz;
|
||
|
float3 normalWS = packedInput.normalWS.xyz;
|
||
|
float4 tangentWS = packedInput.tangentWS.xyzw;
|
||
|
|
||
|
input.positionSS = packedInput.positionCS;
|
||
|
input.positionRWS = positionRWS;
|
||
|
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
|
||
|
input.texCoord1 = packedInput.uv1.xyzw;
|
||
|
input.texCoord2 = packedInput.uv2.xyzw;
|
||
|
|
||
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
||
|
#elif SHADER_STAGE_FRAGMENT
|
||
|
#if defined(ASE_NEED_CULLFACE)
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
|
||
|
#endif
|
||
|
#endif
|
||
|
half isFrontFace = input.isFrontFace;
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
||
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
|
||
|
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
|
||
|
float2 texCoord147 = packedInput.ase_texcoord5.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs232 = texCoord147;
|
||
|
float4 AlbedoMapMain250 = tex2D( _Albedo, TileUVs232 );
|
||
|
float2 texCoord110 = packedInput.ase_texcoord5.xy * _TilingDetail + _OffsetDetail;
|
||
|
float2 TileUVs2231 = texCoord110;
|
||
|
float4 tex2DNode221 = tex2D( _DetailMask, TileUVs232 );
|
||
|
float temp_output_213_0 = ( 1.0 - tex2DNode221.a );
|
||
|
float3 appendResult217 = (float3(temp_output_213_0 , temp_output_213_0 , temp_output_213_0));
|
||
|
float4 DetailAlbedoMap251 = ( AlbedoMapMain250 * ( ( ( tex2D( _DetailAlbedo, TileUVs2231 ) * unity_ColorSpaceDouble ) * tex2DNode221.a ) + float4( appendResult217 , 0.0 ) ) );
|
||
|
float3 ase_worldPos = GetAbsolutePositionWS( positionRWS );
|
||
|
float4 triplanar157 = TriplanarSampling157( _CoverageAlbedo, ase_worldPos, normalWS, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float4 TriplanarAlbedo258 = triplanar157;
|
||
|
float3 NormalMapMain249 = UnpackNormalScale( tex2D( _NormalMap, TileUVs232 ), 1.0f );
|
||
|
float3 ase_worldBitangent = packedInput.ase_texcoord6.xyz;
|
||
|
float3x3 ase_worldToTangent = float3x3(tangentWS.xyz,ase_worldBitangent,normalWS);
|
||
|
float3 triplanar151 = TriplanarSampling151( _CoverageNormal, ase_worldPos, normalWS, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float3 tanTriplanarNormal151 = mul( ase_worldToTangent, triplanar151 );
|
||
|
float3 TriplanarNormal259 = tanTriplanarNormal151;
|
||
|
float3 lerpResult152 = lerp( NormalMapMain249 , TriplanarNormal259 , saturate( ( normalWS.y * _CoverageAmount ) ));
|
||
|
float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x );
|
||
|
float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y );
|
||
|
float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z );
|
||
|
float3 tanNormal154 = lerpResult152;
|
||
|
float3 worldNormal154 = float3(dot(tanToWorld0,tanNormal154), dot(tanToWorld1,tanNormal154), dot(tanToWorld2,tanNormal154));
|
||
|
float temp_output_174_0 = saturate( ( worldNormal154.y * _CoverageAmount ) );
|
||
|
float4 lerpResult182 = lerp( DetailAlbedoMap251 , TriplanarAlbedo258 , temp_output_174_0);
|
||
|
|
||
|
float3 lerpResult246 = lerp( NormalMapMain249 , UnpackNormalScale( tex2D( _DetailNormal, TileUVs2231 ), 1.0f ) , tex2DNode221.a);
|
||
|
float3 DetailNormalMap248 = lerpResult246;
|
||
|
float3 lerpResult185 = lerp( lerpResult152 , BlendNormal( NormalMapMain249 , TriplanarNormal259 ) , temp_output_174_0);
|
||
|
float3 lerpResult196 = lerp( BlendNormal( DetailNormalMap248 , NormalMapMain249 ) , lerpResult185 , temp_output_174_0);
|
||
|
|
||
|
float4 tex2DNode156 = tex2D( _MetallicAoGloss, TileUVs232 );
|
||
|
|
||
|
float lerpResult180 = lerp( ( tex2DNode156.a * _Float4 ) , ( triplanar157.a * _Float6 ) , temp_output_174_0);
|
||
|
|
||
|
float4 color281 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
|
||
|
float grayscale285 = Luminance(color281.rgb);
|
||
|
float lerpResult283 = lerp( grayscale285 , tex2DNode156.g , _AmbientOcclusion);
|
||
|
|
||
|
surfaceDescription.Albedo = lerpResult182.xyz;
|
||
|
surfaceDescription.Normal = lerpResult196;
|
||
|
surfaceDescription.BentNormal = float3( 0, 0, 1 );
|
||
|
surfaceDescription.CoatMask = 0;
|
||
|
surfaceDescription.Metallic = ( tex2DNode156.r * _Float3 );
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceDescription.Specular = 0;
|
||
|
#endif
|
||
|
|
||
|
surfaceDescription.Emission = 0;
|
||
|
surfaceDescription.Smoothness = lerpResult180;
|
||
|
surfaceDescription.Occlusion = lerpResult283;
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_SHADOW_ON
|
||
|
surfaceDescription.AlphaClipThresholdShadow = 0.5;
|
||
|
#endif
|
||
|
|
||
|
surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5;
|
||
|
surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5;
|
||
|
|
||
|
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
|
||
|
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
|
||
|
surfaceDescription.SpecularAAThreshold = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
||
|
surfaceDescription.SpecularOcclusion = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
||
|
surfaceDescription.Thickness = 1;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
surfaceDescription.RefractionIndex = 1;
|
||
|
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
|
||
|
surfaceDescription.RefractionDistance = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceDescription.SubsurfaceMask = 1;
|
||
|
#endif
|
||
|
|
||
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
||
|
surfaceDescription.DiffusionProfile = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceDescription.Anisotropy = 1;
|
||
|
surfaceDescription.Tangent = float3( 1, 0, 0 );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceDescription.IridescenceMask = 0;
|
||
|
surfaceDescription.IridescenceThickness = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ASE_DISTORTION
|
||
|
surfaceDescription.Distortion = float2 ( 2, -1 );
|
||
|
surfaceDescription.DistortionBlur = 1;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ASE_BAKEDGI
|
||
|
surfaceDescription.BakedGI = 0;
|
||
|
#endif
|
||
|
#ifdef _ASE_BAKEDBACKGI
|
||
|
surfaceDescription.BakedBackGI = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
surfaceDescription.DepthOffset = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
|
||
|
#endif
|
||
|
|
||
|
GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
|
||
|
ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer );
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = posInput.deviceDepth;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "META"
|
||
|
Tags { "LightMode"="Meta" }
|
||
|
Cull Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _DISABLE_SSR 1
|
||
|
#define _AMBIENT_OCCLUSION 1
|
||
|
#define ASE_SRP_VERSION 120101
|
||
|
#ifdef UNITY_COLORSPACE_GAMMA//ASE Color Space Def
|
||
|
#define unity_ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)//ASE Color Space Def
|
||
|
#else // Linear values//ASE Color Space Def
|
||
|
#define unity_ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)//ASE Color Space Def
|
||
|
#endif//ASE Color Space Def
|
||
|
|
||
|
|
||
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature _ EDITOR_VISUALIZATION
|
||
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
|
||
|
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
|
||
|
//#define UNITY_MATERIAL_LIT
|
||
|
|
||
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
#endif
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
|
||
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
sampler2D _Albedo;
|
||
|
sampler2D _DetailAlbedo;
|
||
|
sampler2D _DetailMask;
|
||
|
sampler2D _CoverageAlbedo;
|
||
|
sampler2D _NormalMap;
|
||
|
sampler2D _CoverageNormal;
|
||
|
sampler2D _DetailNormal;
|
||
|
sampler2D _MetallicAoGloss;
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
#define ASE_NEEDS_VERT_TANGENT
|
||
|
|
||
|
|
||
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
||
|
#define ASE_NEED_CULLFACE 1
|
||
|
#endif
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 uv0 : TEXCOORD0;
|
||
|
float4 uv1 : TEXCOORD1;
|
||
|
float4 uv2 : TEXCOORD2;
|
||
|
float4 uv3 : TEXCOORD3;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
float4 positionCS : SV_Position;
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
float2 VizUV : TEXCOORD0;
|
||
|
float4 LightCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
float4 ase_texcoord5 : TEXCOORD5;
|
||
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
||
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
inline float4 TriplanarSampling157( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||
|
}
|
||
|
|
||
|
inline float3 TriplanarSampling151( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
xNorm.xyz = half3( UnpackNormalmapRGorAG( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
||
|
yNorm.xyz = half3( UnpackNormalmapRGorAG( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
||
|
zNorm.xyz = half3( UnpackNormalmapRGorAG( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
||
|
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
||
|
}
|
||
|
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
// surface data
|
||
|
surfaceData.baseColor = surfaceDescription.Albedo;
|
||
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
||
|
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
|
||
|
surfaceData.metallic = surfaceDescription.Metallic;
|
||
|
surfaceData.coatMask = surfaceDescription.CoatMask;
|
||
|
|
||
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
||
|
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
|
||
|
#endif
|
||
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
||
|
surfaceData.thickness = surfaceDescription.Thickness;
|
||
|
#endif
|
||
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
||
|
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.specularColor = surfaceDescription.Specular;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.anisotropy = surfaceDescription.Anisotropy;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
|
||
|
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
|
||
|
#endif
|
||
|
|
||
|
// refraction
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
if( _EnableSSRefraction )
|
||
|
{
|
||
|
surfaceData.ior = surfaceDescription.RefractionIndex;
|
||
|
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
|
||
|
surfaceData.atDistance = surfaceDescription.RefractionDistance;
|
||
|
|
||
|
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// material features
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
#endif
|
||
|
#ifdef ASE_LIT_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
// others
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
||
|
#endif
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// normals
|
||
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
||
|
normalTS = surfaceDescription.Normal;
|
||
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
||
|
|
||
|
// decals
|
||
|
#if HAVE_DECALS
|
||
|
if( _EnableDecals )
|
||
|
{
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
|
||
|
#ifdef ASE_BENT_NORMAL
|
||
|
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
|
||
|
#endif
|
||
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
||
|
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
|
||
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
|
||
|
#endif
|
||
|
|
||
|
// debug
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
||
|
#endif
|
||
|
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
||
|
|
||
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
||
|
|
||
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
||
|
|
||
|
#if (SHADERPASS == SHADERPASS_DISTORTION)
|
||
|
builtinData.distortion = surfaceDescription.Distortion;
|
||
|
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
|
||
|
#else
|
||
|
builtinData.distortion = float2(0.0, 0.0);
|
||
|
builtinData.distortionBlur = 0.0;
|
||
|
#endif
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
}
|
||
|
|
||
|
#if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT
|
||
|
#define SCENEPICKINGPASS
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
|
||
|
#endif
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl"
|
||
|
|
||
|
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
|
||
|
{
|
||
|
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
||
|
|
||
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord3.xyz = ase_worldPos;
|
||
|
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord4.xyz = ase_worldNormal;
|
||
|
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz);
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord5.xyz = ase_worldTangent;
|
||
|
float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w;
|
||
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord6.xyz = ase_worldBitangent;
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord2.xy = inputMesh.uv0.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord2.zw = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord3.w = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord4.w = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord5.w = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord6.w = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue ;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
inputMesh.normalOS = inputMesh.normalOS ;
|
||
|
inputMesh.tangentOS = inputMesh.tangentOS ;
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.positionCS = UnityMetaVertexPosition(inputMesh.positionOS, inputMesh.uv1.xy, inputMesh.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
|
||
|
|
||
|
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
float2 vizUV = 0;
|
||
|
float4 lightCoord = 0;
|
||
|
UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord);
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.VizUV.xy = vizUV;
|
||
|
outputPackedVaryingsMeshToPS.LightCoord = lightCoord;
|
||
|
#endif
|
||
|
|
||
|
return outputPackedVaryingsMeshToPS;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 uv0 : TEXCOORD0;
|
||
|
float4 uv1 : TEXCOORD1;
|
||
|
float4 uv2 : TEXCOORD2;
|
||
|
float4 uv3 : TEXCOORD3;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl Vert ( AttributesMesh v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
o.uv0 = v.uv0;
|
||
|
o.uv1 = v.uv1;
|
||
|
o.uv2 = v.uv2;
|
||
|
o.uv3 = v.uv3;
|
||
|
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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")]
|
||
|
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
AttributesMesh o = (AttributesMesh) 0;
|
||
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
|
||
|
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
|
||
|
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
|
||
|
o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
float4 Frag(PackedVaryingsMeshToPS packedInput ) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
input.positionSS = packedInput.positionCS;
|
||
|
|
||
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
||
|
#elif SHADER_STAGE_FRAGMENT
|
||
|
#if defined(ASE_NEED_CULLFACE)
|
||
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
||
|
#endif
|
||
|
#endif
|
||
|
half isFrontFace = input.isFrontFace;
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
||
|
float3 V = float3(1.0, 1.0, 1.0);
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
|
||
|
float2 texCoord147 = packedInput.ase_texcoord2.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs232 = texCoord147;
|
||
|
float4 AlbedoMapMain250 = tex2D( _Albedo, TileUVs232 );
|
||
|
float2 texCoord110 = packedInput.ase_texcoord2.xy * _TilingDetail + _OffsetDetail;
|
||
|
float2 TileUVs2231 = texCoord110;
|
||
|
float4 tex2DNode221 = tex2D( _DetailMask, TileUVs232 );
|
||
|
float temp_output_213_0 = ( 1.0 - tex2DNode221.a );
|
||
|
float3 appendResult217 = (float3(temp_output_213_0 , temp_output_213_0 , temp_output_213_0));
|
||
|
float4 DetailAlbedoMap251 = ( AlbedoMapMain250 * ( ( ( tex2D( _DetailAlbedo, TileUVs2231 ) * unity_ColorSpaceDouble ) * tex2DNode221.a ) + float4( appendResult217 , 0.0 ) ) );
|
||
|
float3 ase_worldPos = packedInput.ase_texcoord3.xyz;
|
||
|
float3 ase_worldNormal = packedInput.ase_texcoord4.xyz;
|
||
|
float4 triplanar157 = TriplanarSampling157( _CoverageAlbedo, ase_worldPos, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float4 TriplanarAlbedo258 = triplanar157;
|
||
|
float3 NormalMapMain249 = UnpackNormalScale( tex2D( _NormalMap, TileUVs232 ), 1.0f );
|
||
|
float3 ase_worldTangent = packedInput.ase_texcoord5.xyz;
|
||
|
float3 ase_worldBitangent = packedInput.ase_texcoord6.xyz;
|
||
|
float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal);
|
||
|
float3 triplanar151 = TriplanarSampling151( _CoverageNormal, ase_worldPos, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float3 tanTriplanarNormal151 = mul( ase_worldToTangent, triplanar151 );
|
||
|
float3 TriplanarNormal259 = tanTriplanarNormal151;
|
||
|
float3 lerpResult152 = lerp( NormalMapMain249 , TriplanarNormal259 , saturate( ( ase_worldNormal.y * _CoverageAmount ) ));
|
||
|
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
|
||
|
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
|
||
|
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
|
||
|
float3 tanNormal154 = lerpResult152;
|
||
|
float3 worldNormal154 = float3(dot(tanToWorld0,tanNormal154), dot(tanToWorld1,tanNormal154), dot(tanToWorld2,tanNormal154));
|
||
|
float temp_output_174_0 = saturate( ( worldNormal154.y * _CoverageAmount ) );
|
||
|
float4 lerpResult182 = lerp( DetailAlbedoMap251 , TriplanarAlbedo258 , temp_output_174_0);
|
||
|
|
||
|
float3 lerpResult246 = lerp( NormalMapMain249 , UnpackNormalScale( tex2D( _DetailNormal, TileUVs2231 ), 1.0f ) , tex2DNode221.a);
|
||
|
float3 DetailNormalMap248 = lerpResult246;
|
||
|
float3 lerpResult185 = lerp( lerpResult152 , BlendNormal( NormalMapMain249 , TriplanarNormal259 ) , temp_output_174_0);
|
||
|
float3 lerpResult196 = lerp( BlendNormal( DetailNormalMap248 , NormalMapMain249 ) , lerpResult185 , temp_output_174_0);
|
||
|
|
||
|
float4 tex2DNode156 = tex2D( _MetallicAoGloss, TileUVs232 );
|
||
|
|
||
|
float lerpResult180 = lerp( ( tex2DNode156.a * _Float4 ) , ( triplanar157.a * _Float6 ) , temp_output_174_0);
|
||
|
|
||
|
float4 color281 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
|
||
|
float grayscale285 = Luminance(color281.rgb);
|
||
|
float lerpResult283 = lerp( grayscale285 , tex2DNode156.g , _AmbientOcclusion);
|
||
|
|
||
|
surfaceDescription.Albedo = lerpResult182.xyz;
|
||
|
surfaceDescription.Normal = lerpResult196;
|
||
|
surfaceDescription.BentNormal = float3( 0, 0, 1 );
|
||
|
surfaceDescription.CoatMask = 0;
|
||
|
surfaceDescription.Metallic = ( tex2DNode156.r * _Float3 );
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceDescription.Specular = 0;
|
||
|
#endif
|
||
|
|
||
|
surfaceDescription.Emission = 0;
|
||
|
surfaceDescription.Smoothness = lerpResult180;
|
||
|
surfaceDescription.Occlusion = lerpResult283;
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
|
||
|
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
|
||
|
surfaceDescription.SpecularAAThreshold = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
||
|
surfaceDescription.SpecularOcclusion = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
||
|
surfaceDescription.Thickness = 1;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
surfaceDescription.RefractionIndex = 1;
|
||
|
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
|
||
|
surfaceDescription.RefractionDistance = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceDescription.SubsurfaceMask = 1;
|
||
|
#endif
|
||
|
|
||
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
||
|
surfaceDescription.DiffusionProfile = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceDescription.Anisotropy = 1;
|
||
|
surfaceDescription.Tangent = float3( 1, 0, 0 );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceDescription.IridescenceMask = 0;
|
||
|
surfaceDescription.IridescenceThickness = 0;
|
||
|
#endif
|
||
|
|
||
|
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
|
||
|
|
||
|
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
|
||
|
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
|
||
|
|
||
|
float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
|
||
|
UnityMetaInput metaInput;
|
||
|
metaInput.Albedo = lightTransportData.diffuseColor.rgb;
|
||
|
metaInput.Emission = lightTransportData.emissiveColor;
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
metaInput.VizUV = packedInput.VizUV;
|
||
|
metaInput.LightCoord = packedInput.LightCoord;
|
||
|
#endif
|
||
|
res = UnityMetaFragment(metaInput);
|
||
|
|
||
|
return res;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ShadowCaster"
|
||
|
Tags { "LightMode"="ShadowCaster" }
|
||
|
Cull [_CullMode]
|
||
|
ZWrite On
|
||
|
ZClip [_ZClip]
|
||
|
ZTest LEqual
|
||
|
ColorMask 0
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _DISABLE_SSR 1
|
||
|
#define _AMBIENT_OCCLUSION 1
|
||
|
#define ASE_SRP_VERSION 120101
|
||
|
|
||
|
|
||
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_SHADOWS
|
||
|
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
//#define UNITY_MATERIAL_LIT
|
||
|
|
||
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
#endif
|
||
|
|
||
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
|
||
|
//#define USE_LEGACY_UNITY_MATRIX_VARIABLES
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
|
||
|
|
||
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
||
|
#define ASE_NEED_CULLFACE 1
|
||
|
#endif
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
float4 positionCS : SV_Position;
|
||
|
float3 positionRWS : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
||
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
// surface data
|
||
|
|
||
|
// refraction
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
if( _EnableSSRefraction )
|
||
|
{
|
||
|
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// material features
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
#endif
|
||
|
#ifdef ASE_LIT_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
// others
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
||
|
#endif
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// normals
|
||
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
||
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
||
|
|
||
|
// decals
|
||
|
#if HAVE_DECALS
|
||
|
if( _EnableDecals )
|
||
|
{
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#endif
|
||
|
|
||
|
// debug
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
#ifdef _ALPHATEST_SHADOW_ON
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow );
|
||
|
#else
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
||
|
#endif
|
||
|
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
||
|
|
||
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
}
|
||
|
|
||
|
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
|
||
|
{
|
||
|
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue ;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
inputMesh.normalOS = inputMesh.normalOS ;
|
||
|
|
||
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
||
|
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
|
||
|
outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
|
||
|
return outputPackedVaryingsMeshToPS;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl Vert ( AttributesMesh v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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")]
|
||
|
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
AttributesMesh o = (AttributesMesh) 0;
|
||
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_DECAL SV_Target2
|
||
|
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_DECAL SV_Target1
|
||
|
#else
|
||
|
#define SV_TARGET_DECAL SV_Target0
|
||
|
#endif
|
||
|
|
||
|
void Frag( PackedVaryingsMeshToPS packedInput
|
||
|
#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
|
||
|
, out float4 outColor : SV_Target0
|
||
|
#else
|
||
|
#ifdef WRITE_MSAA_DEPTH
|
||
|
, out float4 depthColor : SV_Target0
|
||
|
#ifdef WRITE_NORMAL_BUFFER
|
||
|
, out float4 outNormalBuffer : SV_Target1
|
||
|
#endif
|
||
|
#else
|
||
|
#ifdef WRITE_NORMAL_BUFFER
|
||
|
, out float4 outNormalBuffer : SV_Target0
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
||
|
, out float4 outDecalBuffer : SV_TARGET_DECAL
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
||
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
||
|
|
||
|
float3 positionRWS = packedInput.positionRWS.xyz;
|
||
|
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
input.positionSS = packedInput.positionCS;
|
||
|
|
||
|
input.positionRWS = positionRWS;
|
||
|
|
||
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
||
|
#elif SHADER_STAGE_FRAGMENT
|
||
|
#if defined(ASE_NEED_CULLFACE)
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
|
||
|
#endif
|
||
|
#endif
|
||
|
half isFrontFace = input.isFrontFace;
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
||
|
|
||
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||
|
|
||
|
AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0;
|
||
|
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_SHADOW_ON
|
||
|
surfaceDescription.AlphaClipThresholdShadow = 0.5;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
surfaceDescription.DepthOffset = 0;
|
||
|
#endif
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = posInput.deviceDepth;
|
||
|
float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
|
||
|
outputDepth += bias;
|
||
|
#endif
|
||
|
|
||
|
#ifdef WRITE_MSAA_DEPTH
|
||
|
depthColor = packedInput.vmesh.positionCS.z;
|
||
|
|
||
|
#ifdef _ALPHATOMASK_ON
|
||
|
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_NORMAL_BUFFER)
|
||
|
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
||
|
DecalPrepassData decalPrepassData;
|
||
|
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
|
||
|
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
|
||
|
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
|
||
|
#endif
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "SceneSelectionPass"
|
||
|
Tags { "LightMode"="SceneSelectionPass" }
|
||
|
Cull Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _DISABLE_SSR 1
|
||
|
#define _AMBIENT_OCCLUSION 1
|
||
|
#define ASE_SRP_VERSION 120101
|
||
|
|
||
|
|
||
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||
|
#define SCENESELECTIONPASS 1
|
||
|
|
||
|
#pragma editor_sync_compilation
|
||
|
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
|
||
|
//#define UNITY_MATERIAL_LIT
|
||
|
|
||
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
#endif
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
|
||
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
|
||
|
|
||
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
||
|
#define ASE_NEED_CULLFACE 1
|
||
|
#endif
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
float4 positionCS : SV_Position;
|
||
|
float3 positionRWS : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
||
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout SceneSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
// surface data
|
||
|
|
||
|
// refraction
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
if( _EnableSSRefraction )
|
||
|
{
|
||
|
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// material features
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
#endif
|
||
|
#ifdef ASE_LIT_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
// others
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
||
|
#endif
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// normals
|
||
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
||
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
||
|
|
||
|
// decals
|
||
|
#if HAVE_DECALS
|
||
|
if( _EnableDecals )
|
||
|
{
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#endif
|
||
|
|
||
|
// debug
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(SceneSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
||
|
#endif
|
||
|
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
||
|
|
||
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
}
|
||
|
|
||
|
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
|
||
|
{
|
||
|
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue ;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
inputMesh.normalOS = inputMesh.normalOS ;
|
||
|
|
||
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
||
|
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
|
||
|
outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
|
||
|
return outputPackedVaryingsMeshToPS;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl Vert ( AttributesMesh v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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")]
|
||
|
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
AttributesMesh o = (AttributesMesh) 0;
|
||
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_DECAL SV_Target2
|
||
|
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_DECAL SV_Target1
|
||
|
#else
|
||
|
#define SV_TARGET_DECAL SV_Target0
|
||
|
#endif
|
||
|
|
||
|
void Frag( PackedVaryingsMeshToPS packedInput
|
||
|
, out float4 outColor : SV_Target0
|
||
|
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
||
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
||
|
|
||
|
float3 positionRWS = packedInput.positionRWS.xyz;
|
||
|
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
input.positionSS = packedInput.positionCS;
|
||
|
|
||
|
input.positionRWS = positionRWS;
|
||
|
|
||
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
||
|
#elif SHADER_STAGE_FRAGMENT
|
||
|
#if defined(ASE_NEED_CULLFACE)
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
|
||
|
#endif
|
||
|
#endif
|
||
|
half isFrontFace = input.isFrontFace;
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
||
|
|
||
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||
|
|
||
|
SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0;
|
||
|
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
surfaceDescription.DepthOffset = 0;
|
||
|
#endif
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = posInput.deviceDepth;
|
||
|
#endif
|
||
|
|
||
|
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "DepthOnly"
|
||
|
Tags { "LightMode"="DepthOnly" }
|
||
|
Cull [_CullMode]
|
||
|
|
||
|
ZWrite On
|
||
|
|
||
|
Stencil
|
||
|
{
|
||
|
Ref [_StencilRefDepth]
|
||
|
WriteMask [_StencilWriteMaskDepth]
|
||
|
Comp Always
|
||
|
Pass Replace
|
||
|
Fail Keep
|
||
|
ZFail Keep
|
||
|
}
|
||
|
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _DISABLE_SSR 1
|
||
|
#define _AMBIENT_OCCLUSION 1
|
||
|
#define ASE_SRP_VERSION 120101
|
||
|
|
||
|
|
||
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
|
||
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||
|
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
||
|
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
|
||
|
#pragma multi_compile _ WRITE_DECAL_BUFFER
|
||
|
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
//#define UNITY_MATERIAL_LIT
|
||
|
|
||
|
|
||
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
#endif
|
||
|
|
||
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
sampler2D _NormalMap;
|
||
|
sampler2D _DetailNormal;
|
||
|
sampler2D _DetailMask;
|
||
|
sampler2D _CoverageNormal;
|
||
|
sampler2D _MetallicAoGloss;
|
||
|
sampler2D _CoverageAlbedo;
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_FRAG_RELATIVE_WORLD_POS
|
||
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
#define ASE_NEEDS_VERT_TANGENT
|
||
|
|
||
|
|
||
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
||
|
#define ASE_NEED_CULLFACE 1
|
||
|
#endif
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
float4 positionCS : SV_Position;
|
||
|
float3 positionRWS : TEXCOORD0;
|
||
|
float3 normalWS : TEXCOORD1;
|
||
|
float4 tangentWS : TEXCOORD2;
|
||
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
||
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
inline float3 TriplanarSampling151( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
xNorm.xyz = half3( UnpackNormalmapRGorAG( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
||
|
yNorm.xyz = half3( UnpackNormalmapRGorAG( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
||
|
zNorm.xyz = half3( UnpackNormalmapRGorAG( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
||
|
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
||
|
}
|
||
|
|
||
|
inline float4 TriplanarSampling157( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
// surface data
|
||
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
||
|
|
||
|
// refraction
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
if( _EnableSSRefraction )
|
||
|
{
|
||
|
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// material features
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
#endif
|
||
|
#ifdef ASE_LIT_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
// others
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
||
|
#endif
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// normals
|
||
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
||
|
normalTS = surfaceDescription.Normal;
|
||
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
||
|
|
||
|
// decals
|
||
|
#if HAVE_DECALS
|
||
|
if( _EnableDecals )
|
||
|
{
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#endif
|
||
|
|
||
|
// debug
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
||
|
#endif
|
||
|
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
||
|
|
||
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
}
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
|
||
|
#endif
|
||
|
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
|
||
|
{
|
||
|
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
|
||
|
|
||
|
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz);
|
||
|
float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w;
|
||
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord4.xyz = ase_worldBitangent;
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord4.w = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue ;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
inputMesh.normalOS = inputMesh.normalOS ;
|
||
|
inputMesh.tangentOS = inputMesh.tangentOS ;
|
||
|
|
||
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
||
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
|
||
|
outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
|
||
|
outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
|
||
|
outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
|
||
|
return outputPackedVaryingsMeshToPS;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 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 ( AttributesMesh v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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")]
|
||
|
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
AttributesMesh o = (AttributesMesh) 0;
|
||
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * 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.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_DECAL SV_Target2
|
||
|
#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_DECAL SV_Target1
|
||
|
#else
|
||
|
#define SV_TARGET_DECAL SV_Target0
|
||
|
#endif
|
||
|
|
||
|
void Frag( PackedVaryingsMeshToPS packedInput
|
||
|
#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
|
||
|
, out float4 outColor : SV_Target0
|
||
|
#else
|
||
|
#ifdef WRITE_MSAA_DEPTH
|
||
|
, out float4 depthColor : SV_Target0
|
||
|
#ifdef WRITE_NORMAL_BUFFER
|
||
|
, out float4 outNormalBuffer : SV_Target1
|
||
|
#endif
|
||
|
#else
|
||
|
#ifdef WRITE_NORMAL_BUFFER
|
||
|
, out float4 outNormalBuffer : SV_Target0
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
||
|
, out float4 outDecalBuffer : SV_TARGET_DECAL
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
||
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
||
|
|
||
|
float3 positionRWS = packedInput.positionRWS.xyz;
|
||
|
float3 normalWS = packedInput.normalWS.xyz;
|
||
|
float4 tangentWS = packedInput.tangentWS.xyzw;
|
||
|
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
input.positionSS = packedInput.positionCS;
|
||
|
|
||
|
input.positionRWS = positionRWS;
|
||
|
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
|
||
|
|
||
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
||
|
#elif SHADER_STAGE_FRAGMENT
|
||
|
#if defined(ASE_NEED_CULLFACE)
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
|
||
|
#endif
|
||
|
#endif
|
||
|
half isFrontFace = input.isFrontFace;
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
||
|
|
||
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||
|
|
||
|
SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
|
||
|
float2 texCoord147 = packedInput.ase_texcoord3.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs232 = texCoord147;
|
||
|
float3 NormalMapMain249 = UnpackNormalScale( tex2D( _NormalMap, TileUVs232 ), 1.0f );
|
||
|
float2 texCoord110 = packedInput.ase_texcoord3.xy * _TilingDetail + _OffsetDetail;
|
||
|
float2 TileUVs2231 = texCoord110;
|
||
|
float4 tex2DNode221 = tex2D( _DetailMask, TileUVs232 );
|
||
|
float3 lerpResult246 = lerp( NormalMapMain249 , UnpackNormalScale( tex2D( _DetailNormal, TileUVs2231 ), 1.0f ) , tex2DNode221.a);
|
||
|
float3 DetailNormalMap248 = lerpResult246;
|
||
|
float3 ase_worldPos = GetAbsolutePositionWS( positionRWS );
|
||
|
float3 ase_worldBitangent = packedInput.ase_texcoord4.xyz;
|
||
|
float3x3 ase_worldToTangent = float3x3(tangentWS.xyz,ase_worldBitangent,normalWS);
|
||
|
float3 triplanar151 = TriplanarSampling151( _CoverageNormal, ase_worldPos, normalWS, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float3 tanTriplanarNormal151 = mul( ase_worldToTangent, triplanar151 );
|
||
|
float3 TriplanarNormal259 = tanTriplanarNormal151;
|
||
|
float3 lerpResult152 = lerp( NormalMapMain249 , TriplanarNormal259 , saturate( ( normalWS.y * _CoverageAmount ) ));
|
||
|
float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x );
|
||
|
float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y );
|
||
|
float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z );
|
||
|
float3 tanNormal154 = lerpResult152;
|
||
|
float3 worldNormal154 = float3(dot(tanToWorld0,tanNormal154), dot(tanToWorld1,tanNormal154), dot(tanToWorld2,tanNormal154));
|
||
|
float temp_output_174_0 = saturate( ( worldNormal154.y * _CoverageAmount ) );
|
||
|
float3 lerpResult185 = lerp( lerpResult152 , BlendNormal( NormalMapMain249 , TriplanarNormal259 ) , temp_output_174_0);
|
||
|
float3 lerpResult196 = lerp( BlendNormal( DetailNormalMap248 , NormalMapMain249 ) , lerpResult185 , temp_output_174_0);
|
||
|
|
||
|
float4 tex2DNode156 = tex2D( _MetallicAoGloss, TileUVs232 );
|
||
|
float4 triplanar157 = TriplanarSampling157( _CoverageAlbedo, ase_worldPos, normalWS, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float lerpResult180 = lerp( ( tex2DNode156.a * _Float4 ) , ( triplanar157.w * _Float6 ) , temp_output_174_0);
|
||
|
|
||
|
surfaceDescription.Normal = lerpResult196;
|
||
|
surfaceDescription.Smoothness = lerpResult180;
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
surfaceDescription.DepthOffset = 0;
|
||
|
#endif
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = posInput.deviceDepth;
|
||
|
#endif
|
||
|
|
||
|
#ifdef WRITE_MSAA_DEPTH
|
||
|
depthColor = packedInput.positionCS.z;
|
||
|
#ifdef _ALPHATOMASK_ON
|
||
|
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_NORMAL_BUFFER)
|
||
|
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
||
|
DecalPrepassData decalPrepassData;
|
||
|
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
|
||
|
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
|
||
|
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Motion Vectors"
|
||
|
Tags { "LightMode"="MotionVectors" }
|
||
|
// DONE
|
||
|
Cull [_CullMode]
|
||
|
|
||
|
ZWrite On
|
||
|
|
||
|
Stencil
|
||
|
{
|
||
|
Ref [_StencilRefMV]
|
||
|
WriteMask [_StencilWriteMaskMV]
|
||
|
Comp Always
|
||
|
Pass Replace
|
||
|
Fail Keep
|
||
|
ZFail Keep
|
||
|
}
|
||
|
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _DISABLE_SSR 1
|
||
|
#define _AMBIENT_OCCLUSION 1
|
||
|
#define ASE_SRP_VERSION 120101
|
||
|
|
||
|
|
||
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
||
|
#pragma multi_compile _ WRITE_NORMAL_BUFFER
|
||
|
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
|
||
|
#pragma multi_compile _ WRITE_DECAL_BUFFER
|
||
|
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
//#define UNITY_MATERIAL_LIT
|
||
|
|
||
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
#endif
|
||
|
|
||
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
sampler2D _NormalMap;
|
||
|
sampler2D _DetailNormal;
|
||
|
sampler2D _DetailMask;
|
||
|
sampler2D _CoverageNormal;
|
||
|
sampler2D _MetallicAoGloss;
|
||
|
sampler2D _CoverageAlbedo;
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
|
||
|
|
||
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
||
|
#define ASE_NEED_CULLFACE 1
|
||
|
#endif
|
||
|
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float3 previousPositionOS : TEXCOORD4;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
float3 precomputedVelocity : TEXCOORD5;
|
||
|
#endif
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
float4 vmeshPositionCS : SV_Position;
|
||
|
float3 vmeshInterp00 : TEXCOORD0;
|
||
|
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
|
||
|
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
|
||
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
float4 ase_texcoord5 : TEXCOORD5;
|
||
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
float4 ase_texcoord7 : TEXCOORD7;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
||
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
inline float3 TriplanarSampling151( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
xNorm.xyz = half3( UnpackNormalmapRGorAG( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
||
|
yNorm.xyz = half3( UnpackNormalmapRGorAG( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
||
|
zNorm.xyz = half3( UnpackNormalmapRGorAG( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
||
|
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
||
|
}
|
||
|
|
||
|
inline float4 TriplanarSampling157( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
// surface data
|
||
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
||
|
|
||
|
// refraction
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
if( _EnableSSRefraction )
|
||
|
{
|
||
|
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// material features
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
#endif
|
||
|
#ifdef ASE_LIT_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
// others
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
||
|
#endif
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// normals
|
||
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
||
|
normalTS = surfaceDescription.Normal;
|
||
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
||
|
|
||
|
// decals
|
||
|
#if HAVE_DECALS
|
||
|
if( _EnableDecals )
|
||
|
{
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#endif
|
||
|
|
||
|
// debug
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
||
|
#endif
|
||
|
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
||
|
|
||
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
}
|
||
|
|
||
|
AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
|
||
|
{
|
||
|
_TimeParameters.xyz = timeParameters;
|
||
|
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord4.xyz = ase_worldPos;
|
||
|
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord5.xyz = ase_worldNormal;
|
||
|
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.ase_tangent.xyz);
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord6.xyz = ase_worldTangent;
|
||
|
float ase_vertexTangentSign = inputMesh.ase_tangent.w * unity_WorldTransformParams.w;
|
||
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord7.xyz = ase_worldBitangent;
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord4.w = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord5.w = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord6.w = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord7.w = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue ;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
inputMesh.normalOS = inputMesh.normalOS ;
|
||
|
return inputMesh;
|
||
|
}
|
||
|
|
||
|
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
|
||
|
{
|
||
|
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
|
||
|
AttributesMesh defaultMesh = inputMesh;
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
|
||
|
|
||
|
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);
|
||
|
|
||
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
||
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
|
||
|
float3 VMESHpositionRWS = positionRWS;
|
||
|
float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);
|
||
|
|
||
|
#if UNITY_REVERSED_Z
|
||
|
VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w;
|
||
|
#else
|
||
|
VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w;
|
||
|
#endif
|
||
|
|
||
|
float4 VPASSpreviousPositionCS;
|
||
|
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));
|
||
|
|
||
|
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
|
||
|
if (forceNoMotion)
|
||
|
{
|
||
|
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
|
||
|
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
|
||
|
#if defined(_ADD_PRECOMPUTED_VELOCITY)
|
||
|
effectivePositionOS -= inputMesh.precomputedVelocity;
|
||
|
#endif
|
||
|
|
||
|
#if defined(HAVE_MESH_MODIFICATION)
|
||
|
AttributesMesh previousMesh = defaultMesh;
|
||
|
previousMesh.positionOS = effectivePositionOS ;
|
||
|
PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
|
||
|
float3 curTime = _TimeParameters.xyz;
|
||
|
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
|
||
|
_TimeParameters.xyz = curTime;
|
||
|
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
|
||
|
#else
|
||
|
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
|
||
|
#endif
|
||
|
|
||
|
#ifdef ATTRIBUTES_NEED_NORMAL
|
||
|
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
|
||
|
#else
|
||
|
float3 normalWS = float3(0.0, 0.0, 0.0);
|
||
|
#endif
|
||
|
|
||
|
#if defined(HAVE_VERTEX_MODIFICATION)
|
||
|
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
if (_TransparentCameraOnlyMotionVectors > 0)
|
||
|
{
|
||
|
previousPositionRWS = VMESHpositionRWS.xyz;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
|
||
|
}
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.vmeshPositionCS = VMESHpositionCS;
|
||
|
outputPackedVaryingsMeshToPS.vmeshInterp00.xyz = VMESHpositionRWS;
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
|
||
|
outputPackedVaryingsMeshToPS.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
|
||
|
return outputPackedVaryingsMeshToPS;
|
||
|
}
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float3 previousPositionOS : TEXCOORD4;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
float3 precomputedVelocity : TEXCOORD5;
|
||
|
#endif
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl Vert ( AttributesMesh v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.previousPositionOS = v.previousPositionOS;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
o.precomputedVelocity = v.precomputedVelocity;
|
||
|
#endif
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
o.ase_tangent = v.ase_tangent;
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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")]
|
||
|
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
AttributesMesh o = (AttributesMesh) 0;
|
||
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
|
||
|
#endif
|
||
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_NORMAL SV_Target3
|
||
|
#elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
|
||
|
#define SV_TARGET_NORMAL SV_Target2
|
||
|
#else
|
||
|
#define SV_TARGET_NORMAL SV_Target1
|
||
|
#endif
|
||
|
|
||
|
void Frag( PackedVaryingsMeshToPS packedInput
|
||
|
#ifdef WRITE_MSAA_DEPTH
|
||
|
, out float4 depthColor : SV_Target0
|
||
|
, out float4 outMotionVector : SV_Target1
|
||
|
#ifdef WRITE_DECAL_BUFFER
|
||
|
, out float4 outDecalBuffer : SV_Target2
|
||
|
#endif
|
||
|
#else
|
||
|
, out float4 outMotionVector : SV_Target0
|
||
|
#ifdef WRITE_DECAL_BUFFER
|
||
|
, out float4 outDecalBuffer : SV_Target1
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef WRITE_NORMAL_BUFFER
|
||
|
, out float4 outNormalBuffer : SV_TARGET_NORMAL
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
||
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
input.positionSS = packedInput.vmeshPositionCS;
|
||
|
input.positionRWS = packedInput.vmeshInterp00.xyz;
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
||
|
|
||
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
|
||
|
SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
|
||
|
float2 texCoord147 = packedInput.ase_texcoord3.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs232 = texCoord147;
|
||
|
float3 NormalMapMain249 = UnpackNormalScale( tex2D( _NormalMap, TileUVs232 ), 1.0f );
|
||
|
float2 texCoord110 = packedInput.ase_texcoord3.xy * _TilingDetail + _OffsetDetail;
|
||
|
float2 TileUVs2231 = texCoord110;
|
||
|
float4 tex2DNode221 = tex2D( _DetailMask, TileUVs232 );
|
||
|
float3 lerpResult246 = lerp( NormalMapMain249 , UnpackNormalScale( tex2D( _DetailNormal, TileUVs2231 ), 1.0f ) , tex2DNode221.a);
|
||
|
float3 DetailNormalMap248 = lerpResult246;
|
||
|
float3 ase_worldPos = packedInput.ase_texcoord4.xyz;
|
||
|
float3 ase_worldNormal = packedInput.ase_texcoord5.xyz;
|
||
|
float3 ase_worldTangent = packedInput.ase_texcoord6.xyz;
|
||
|
float3 ase_worldBitangent = packedInput.ase_texcoord7.xyz;
|
||
|
float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal);
|
||
|
float3 triplanar151 = TriplanarSampling151( _CoverageNormal, ase_worldPos, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float3 tanTriplanarNormal151 = mul( ase_worldToTangent, triplanar151 );
|
||
|
float3 TriplanarNormal259 = tanTriplanarNormal151;
|
||
|
float3 lerpResult152 = lerp( NormalMapMain249 , TriplanarNormal259 , saturate( ( ase_worldNormal.y * _CoverageAmount ) ));
|
||
|
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
|
||
|
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
|
||
|
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
|
||
|
float3 tanNormal154 = lerpResult152;
|
||
|
float3 worldNormal154 = float3(dot(tanToWorld0,tanNormal154), dot(tanToWorld1,tanNormal154), dot(tanToWorld2,tanNormal154));
|
||
|
float temp_output_174_0 = saturate( ( worldNormal154.y * _CoverageAmount ) );
|
||
|
float3 lerpResult185 = lerp( lerpResult152 , BlendNormal( NormalMapMain249 , TriplanarNormal259 ) , temp_output_174_0);
|
||
|
float3 lerpResult196 = lerp( BlendNormal( DetailNormalMap248 , NormalMapMain249 ) , lerpResult185 , temp_output_174_0);
|
||
|
|
||
|
float4 tex2DNode156 = tex2D( _MetallicAoGloss, TileUVs232 );
|
||
|
float4 triplanar157 = TriplanarSampling157( _CoverageAlbedo, ase_worldPos, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float lerpResult180 = lerp( ( tex2DNode156.a * _Float4 ) , ( triplanar157.w * _Float6 ) , temp_output_174_0);
|
||
|
|
||
|
surfaceDescription.Normal = lerpResult196;
|
||
|
surfaceDescription.Smoothness = lerpResult180;
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
surfaceDescription.DepthOffset = 0;
|
||
|
#endif
|
||
|
|
||
|
GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
|
||
|
|
||
|
float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
|
||
|
float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
VPASSpositionCS.w += builtinData.depthOffset;
|
||
|
VPASSpreviousPositionCS.w += builtinData.depthOffset;
|
||
|
#endif
|
||
|
|
||
|
float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
|
||
|
EncodeMotionVector( motionVector * 0.5, outMotionVector );
|
||
|
|
||
|
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
|
||
|
if( forceNoMotion )
|
||
|
outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef WRITE_MSAA_DEPTH
|
||
|
depthColor = packedInput.vmeshPositionCS.z;
|
||
|
#ifdef _ALPHATOMASK_ON
|
||
|
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#ifdef WRITE_NORMAL_BUFFER
|
||
|
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
|
||
|
#endif
|
||
|
|
||
|
#if defined(WRITE_DECAL_BUFFER)
|
||
|
DecalPrepassData decalPrepassData;
|
||
|
#ifdef _DISABLE_DECALS
|
||
|
ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
|
||
|
#else
|
||
|
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
|
||
|
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
|
||
|
#endif
|
||
|
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = posInput.deviceDepth;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Forward"
|
||
|
Tags { "LightMode"="Forward" }
|
||
|
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
|
||
|
Cull [_CullModeForward]
|
||
|
ZTest [_ZTestDepthEqualForOpaque]
|
||
|
ZWrite [_ZWrite]
|
||
|
|
||
|
Stencil
|
||
|
{
|
||
|
Ref [_StencilRef]
|
||
|
WriteMask [_StencilWriteMask]
|
||
|
Comp Always
|
||
|
Pass Replace
|
||
|
Fail Keep
|
||
|
ZFail Keep
|
||
|
}
|
||
|
|
||
|
|
||
|
ColorMask [_ColorMaskTransparentVel] 1
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _DISABLE_SSR 1
|
||
|
#define _AMBIENT_OCCLUSION 1
|
||
|
#define ASE_SRP_VERSION 120101
|
||
|
#ifdef UNITY_COLORSPACE_GAMMA//ASE Color Space Def
|
||
|
#define unity_ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)//ASE Color Space Def
|
||
|
#else // Linear values//ASE Color Space Def
|
||
|
#define unity_ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)//ASE Color Space Def
|
||
|
#endif//ASE Color Space Def
|
||
|
|
||
|
|
||
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_FORWARD
|
||
|
#pragma multi_compile _ DEBUG_DISPLAY
|
||
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
|
||
|
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
|
||
|
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
|
||
|
#pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
|
||
|
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
||
|
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
|
||
|
#pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
|
||
|
|
||
|
#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
|
||
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||
|
#endif
|
||
|
|
||
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
//#define UNITY_MATERIAL_LIT
|
||
|
|
||
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
#endif
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
|
||
|
// CBuffer must be declared before Material.hlsl since it internaly uses _BlendMode now
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
sampler2D _Albedo;
|
||
|
sampler2D _DetailAlbedo;
|
||
|
sampler2D _DetailMask;
|
||
|
sampler2D _CoverageAlbedo;
|
||
|
sampler2D _NormalMap;
|
||
|
sampler2D _CoverageNormal;
|
||
|
sampler2D _DetailNormal;
|
||
|
sampler2D _MetallicAoGloss;
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
|
||
|
#define HAS_LIGHTLOOP
|
||
|
#define SHADER_LIT 1
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_FRAG_RELATIVE_WORLD_POS
|
||
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
#define ASE_NEEDS_VERT_TANGENT
|
||
|
|
||
|
|
||
|
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
|
||
|
#define ASE_NEED_CULLFACE 1
|
||
|
#endif
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 uv1 : TEXCOORD1;
|
||
|
float4 uv2 : TEXCOORD2;
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
float3 previousPositionOS : TEXCOORD4;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
float3 precomputedVelocity : TEXCOORD5;
|
||
|
#endif
|
||
|
#endif
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
float4 positionCS : SV_Position;
|
||
|
float3 positionRWS : TEXCOORD0;
|
||
|
float3 normalWS : TEXCOORD1;
|
||
|
float4 tangentWS : TEXCOORD2;
|
||
|
float4 uv1 : TEXCOORD3;
|
||
|
float4 uv2 : TEXCOORD4;
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
float3 vpassPositionCS : TEXCOORD5;
|
||
|
float3 vpassPreviousPositionCS : TEXCOORD6;
|
||
|
#endif
|
||
|
float4 ase_texcoord7 : TEXCOORD7;
|
||
|
float4 ase_texcoord8 : TEXCOORD8;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
|
||
|
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
inline float4 TriplanarSampling157( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
||
|
}
|
||
|
|
||
|
inline float3 TriplanarSampling151( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
||
|
{
|
||
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
||
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
||
|
float3 nsign = sign( worldNormal );
|
||
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
||
|
xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
||
|
yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
||
|
zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
||
|
xNorm.xyz = half3( UnpackNormalmapRGorAG( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
||
|
yNorm.xyz = half3( UnpackNormalmapRGorAG( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
||
|
zNorm.xyz = half3( UnpackNormalmapRGorAG( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
||
|
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
||
|
}
|
||
|
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
// surface data
|
||
|
surfaceData.baseColor = surfaceDescription.Albedo;
|
||
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
||
|
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
|
||
|
surfaceData.metallic = surfaceDescription.Metallic;
|
||
|
surfaceData.coatMask = surfaceDescription.CoatMask;
|
||
|
|
||
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
||
|
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
|
||
|
#endif
|
||
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
||
|
surfaceData.thickness = surfaceDescription.Thickness;
|
||
|
#endif
|
||
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
||
|
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.specularColor = surfaceDescription.Specular;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.anisotropy = surfaceDescription.Anisotropy;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
|
||
|
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
|
||
|
#endif
|
||
|
|
||
|
// refraction
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
if( _EnableSSRefraction )
|
||
|
{
|
||
|
surfaceData.ior = surfaceDescription.RefractionIndex;
|
||
|
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
|
||
|
surfaceData.atDistance = surfaceDescription.RefractionDistance;
|
||
|
|
||
|
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// material features
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
#endif
|
||
|
#ifdef ASE_LIT_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
// others
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
|
||
|
#endif
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
// normals
|
||
|
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
|
||
|
normalTS = surfaceDescription.Normal;
|
||
|
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
|
||
|
|
||
|
// decals
|
||
|
#if HAVE_DECALS
|
||
|
if( _EnableDecals )
|
||
|
{
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs.tangentToWorld[2], surfaceDescription.Alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
|
||
|
#ifdef ASE_BENT_NORMAL
|
||
|
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
|
||
|
#endif
|
||
|
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
|
||
|
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
|
||
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
|
||
|
#endif
|
||
|
|
||
|
// debug
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
|
||
|
#endif
|
||
|
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
|
||
|
|
||
|
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ASE_BAKEDGI
|
||
|
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ASE_BAKEDBACKGI
|
||
|
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
|
||
|
#endif
|
||
|
|
||
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
}
|
||
|
|
||
|
AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
|
||
|
{
|
||
|
_TimeParameters.xyz = timeParameters;
|
||
|
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz);
|
||
|
float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w;
|
||
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord8.xyz = ase_worldBitangent;
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord7.xy = inputMesh.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord7.zw = 0;
|
||
|
outputPackedVaryingsMeshToPS.ase_texcoord8.w = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
inputMesh.normalOS = inputMesh.normalOS;
|
||
|
inputMesh.tangentOS = inputMesh.tangentOS;
|
||
|
return inputMesh;
|
||
|
}
|
||
|
|
||
|
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
|
||
|
{
|
||
|
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
|
||
|
AttributesMesh defaultMesh = inputMesh;
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
|
||
|
|
||
|
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);
|
||
|
|
||
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
||
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
||
|
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
float4 VPASSpreviousPositionCS;
|
||
|
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0));
|
||
|
|
||
|
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
|
||
|
if (forceNoMotion)
|
||
|
{
|
||
|
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
|
||
|
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
|
||
|
#if defined(_ADD_PRECOMPUTED_VELOCITY)
|
||
|
effectivePositionOS -= inputMesh.precomputedVelocity;
|
||
|
#endif
|
||
|
|
||
|
#if defined(HAVE_MESH_MODIFICATION)
|
||
|
AttributesMesh previousMesh = defaultMesh;
|
||
|
previousMesh.positionOS = effectivePositionOS ;
|
||
|
PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
|
||
|
float3 curTime = _TimeParameters.xyz;
|
||
|
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
|
||
|
_TimeParameters.xyz = curTime;
|
||
|
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
|
||
|
#else
|
||
|
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
|
||
|
#endif
|
||
|
|
||
|
#ifdef ATTRIBUTES_NEED_NORMAL
|
||
|
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
|
||
|
#else
|
||
|
float3 normalWS = float3(0.0, 0.0, 0.0);
|
||
|
#endif
|
||
|
|
||
|
#if defined(HAVE_VERTEX_MODIFICATION)
|
||
|
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
|
||
|
#endif
|
||
|
|
||
|
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
|
||
|
outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
|
||
|
outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
|
||
|
outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
|
||
|
outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1;
|
||
|
outputPackedVaryingsMeshToPS.uv2.xyzw = inputMesh.uv2;
|
||
|
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw);
|
||
|
outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
|
||
|
#endif
|
||
|
return outputPackedVaryingsMeshToPS;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float4 uv1 : TEXCOORD1;
|
||
|
float4 uv2 : TEXCOORD2;
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
float3 previousPositionOS : TEXCOORD4;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
float3 precomputedVelocity : TEXCOORD5;
|
||
|
#endif
|
||
|
#endif
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl Vert ( AttributesMesh v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
o.uv1 = v.uv1;
|
||
|
o.uv2 = v.uv2;
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
o.previousPositionOS = v.previousPositionOS;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
o.precomputedVelocity = v.precomputedVelocity;
|
||
|
#endif
|
||
|
#endif
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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")]
|
||
|
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
AttributesMesh o = (AttributesMesh) 0;
|
||
|
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
|
||
|
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
|
||
|
#if defined (_ADD_PRECOMPUTED_VELOCITY)
|
||
|
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
|
||
|
#endif
|
||
|
#endif
|
||
|
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.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
#define VT_BUFFER_TARGET SV_Target1
|
||
|
#define EXTRA_BUFFER_TARGET SV_Target2
|
||
|
#else
|
||
|
#define EXTRA_BUFFER_TARGET SV_Target1
|
||
|
#endif
|
||
|
|
||
|
void Frag(PackedVaryingsMeshToPS packedInput,
|
||
|
#ifdef OUTPUT_SPLIT_LIGHTING
|
||
|
out float4 outColor : SV_Target0,
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
out float4 outVTFeedback : VT_BUFFER_TARGET,
|
||
|
#endif
|
||
|
out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
|
||
|
OUTPUT_SSSBUFFER(outSSSBuffer)
|
||
|
#else
|
||
|
out float4 outColor : SV_Target0
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
,out float4 outVTFeedback : VT_BUFFER_TARGET
|
||
|
#endif
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
, out float4 outMotionVec : SV_Target1
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
, out float outputDepth : SV_Depth
|
||
|
#endif
|
||
|
|
||
|
)
|
||
|
{
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
|
||
|
#endif
|
||
|
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
|
||
|
UNITY_SETUP_INSTANCE_ID( packedInput );
|
||
|
float3 positionRWS = packedInput.positionRWS.xyz;
|
||
|
float3 normalWS = packedInput.normalWS.xyz;
|
||
|
float4 tangentWS = packedInput.tangentWS.xyzw;
|
||
|
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
input.positionSS = packedInput.positionCS;
|
||
|
input.positionRWS = positionRWS;
|
||
|
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
|
||
|
input.texCoord1 = packedInput.uv1.xyzw;
|
||
|
input.texCoord2 = packedInput.uv2.xyzw;
|
||
|
|
||
|
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
|
||
|
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
|
||
|
#elif SHADER_STAGE_FRAGMENT
|
||
|
#if defined(ASE_NEED_CULLFACE)
|
||
|
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
|
||
|
#endif
|
||
|
#endif
|
||
|
half isFrontFace = input.isFrontFace;
|
||
|
|
||
|
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
|
||
|
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize ();
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex );
|
||
|
|
||
|
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
|
||
|
|
||
|
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
|
||
|
float2 texCoord147 = packedInput.ase_texcoord7.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs232 = texCoord147;
|
||
|
float4 AlbedoMapMain250 = tex2D( _Albedo, TileUVs232 );
|
||
|
float2 texCoord110 = packedInput.ase_texcoord7.xy * _TilingDetail + _OffsetDetail;
|
||
|
float2 TileUVs2231 = texCoord110;
|
||
|
float4 tex2DNode221 = tex2D( _DetailMask, TileUVs232 );
|
||
|
float temp_output_213_0 = ( 1.0 - tex2DNode221.a );
|
||
|
float3 appendResult217 = (float3(temp_output_213_0 , temp_output_213_0 , temp_output_213_0));
|
||
|
float4 DetailAlbedoMap251 = ( AlbedoMapMain250 * ( ( ( tex2D( _DetailAlbedo, TileUVs2231 ) * unity_ColorSpaceDouble ) * tex2DNode221.a ) + float4( appendResult217 , 0.0 ) ) );
|
||
|
float3 ase_worldPos = GetAbsolutePositionWS( positionRWS );
|
||
|
float4 triplanar157 = TriplanarSampling157( _CoverageAlbedo, ase_worldPos, normalWS, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float4 TriplanarAlbedo258 = triplanar157;
|
||
|
float3 NormalMapMain249 = UnpackNormalScale( tex2D( _NormalMap, TileUVs232 ), 1.0f );
|
||
|
float3 ase_worldBitangent = packedInput.ase_texcoord8.xyz;
|
||
|
float3x3 ase_worldToTangent = float3x3(tangentWS.xyz,ase_worldBitangent,normalWS);
|
||
|
float3 triplanar151 = TriplanarSampling151( _CoverageNormal, ase_worldPos, normalWS, _CoverageFalloff, _TilingTriplanar, 1.0, 0 );
|
||
|
float3 tanTriplanarNormal151 = mul( ase_worldToTangent, triplanar151 );
|
||
|
float3 TriplanarNormal259 = tanTriplanarNormal151;
|
||
|
float3 lerpResult152 = lerp( NormalMapMain249 , TriplanarNormal259 , saturate( ( normalWS.y * _CoverageAmount ) ));
|
||
|
float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x );
|
||
|
float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y );
|
||
|
float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z );
|
||
|
float3 tanNormal154 = lerpResult152;
|
||
|
float3 worldNormal154 = float3(dot(tanToWorld0,tanNormal154), dot(tanToWorld1,tanNormal154), dot(tanToWorld2,tanNormal154));
|
||
|
float temp_output_174_0 = saturate( ( worldNormal154.y * _CoverageAmount ) );
|
||
|
float4 lerpResult182 = lerp( DetailAlbedoMap251 , TriplanarAlbedo258 , temp_output_174_0);
|
||
|
|
||
|
float3 lerpResult246 = lerp( NormalMapMain249 , UnpackNormalScale( tex2D( _DetailNormal, TileUVs2231 ), 1.0f ) , tex2DNode221.a);
|
||
|
float3 DetailNormalMap248 = lerpResult246;
|
||
|
float3 lerpResult185 = lerp( lerpResult152 , BlendNormal( NormalMapMain249 , TriplanarNormal259 ) , temp_output_174_0);
|
||
|
float3 lerpResult196 = lerp( BlendNormal( DetailNormalMap248 , NormalMapMain249 ) , lerpResult185 , temp_output_174_0);
|
||
|
|
||
|
float4 tex2DNode156 = tex2D( _MetallicAoGloss, TileUVs232 );
|
||
|
|
||
|
float lerpResult180 = lerp( ( tex2DNode156.a * _Float4 ) , ( triplanar157.a * _Float6 ) , temp_output_174_0);
|
||
|
|
||
|
float4 color281 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
|
||
|
float grayscale285 = Luminance(color281.rgb);
|
||
|
float lerpResult283 = lerp( grayscale285 , tex2DNode156.g , _AmbientOcclusion);
|
||
|
|
||
|
surfaceDescription.Albedo = lerpResult182.xyz;
|
||
|
surfaceDescription.Normal = lerpResult196;
|
||
|
surfaceDescription.BentNormal = float3( 0, 0, 1 );
|
||
|
surfaceDescription.CoatMask = 0;
|
||
|
surfaceDescription.Metallic = ( tex2DNode156.r * _Float3 );
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceDescription.Specular = 0;
|
||
|
#endif
|
||
|
|
||
|
surfaceDescription.Emission = 0;
|
||
|
surfaceDescription.Smoothness = lerpResult180;
|
||
|
surfaceDescription.Occlusion = lerpResult283;
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
|
||
|
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
|
||
|
surfaceDescription.SpecularAAThreshold = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _SPECULAR_OCCLUSION_CUSTOM
|
||
|
surfaceDescription.SpecularOcclusion = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
|
||
|
surfaceDescription.Thickness = 1;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _HAS_REFRACTION
|
||
|
surfaceDescription.RefractionIndex = 1;
|
||
|
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
|
||
|
surfaceDescription.RefractionDistance = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceDescription.SubsurfaceMask = 1;
|
||
|
#endif
|
||
|
|
||
|
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
|
||
|
surfaceDescription.DiffusionProfile = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceDescription.Anisotropy = 1;
|
||
|
surfaceDescription.Tangent = float3( 1, 0, 0 );
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceDescription.IridescenceMask = 0;
|
||
|
surfaceDescription.IridescenceThickness = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ASE_BAKEDGI
|
||
|
surfaceDescription.BakedGI = 0;
|
||
|
#endif
|
||
|
#ifdef _ASE_BAKEDBACKGI
|
||
|
surfaceDescription.BakedBackGI = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
surfaceDescription.DepthOffset = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
|
||
|
#endif
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
|
||
|
|
||
|
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
|
||
|
|
||
|
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
||
|
|
||
|
outColor = float4(0.0, 0.0, 0.0, 0.0);
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#ifdef OUTPUT_SPLIT_LIGHTING
|
||
|
outDiffuseLighting = 0;
|
||
|
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
||
|
#endif
|
||
|
|
||
|
bool viewMaterial = false;
|
||
|
int bufferSize = _DebugViewMaterialArray[0].x;
|
||
|
if (bufferSize != 0)
|
||
|
{
|
||
|
bool needLinearToSRGB = false;
|
||
|
float3 result = float3(1.0, 0.0, 1.0);
|
||
|
|
||
|
for (int index = 1; index <= bufferSize; index++)
|
||
|
{
|
||
|
int indexMaterialProperty = _DebugViewMaterialArray[index].x;
|
||
|
|
||
|
if (indexMaterialProperty != 0)
|
||
|
{
|
||
|
viewMaterial = true;
|
||
|
|
||
|
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
|
||
|
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
|
||
|
GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
|
||
|
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
|
||
|
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!needLinearToSRGB)
|
||
|
result = SRGBToLinear(max(0, result));
|
||
|
|
||
|
outColor = float4(result, 1.0);
|
||
|
}
|
||
|
|
||
|
if (!viewMaterial)
|
||
|
{
|
||
|
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
|
||
|
{
|
||
|
float3 result = float3(0.0, 0.0, 0.0);
|
||
|
|
||
|
GetPBRValidatorDebug(surfaceData, result);
|
||
|
|
||
|
outColor = float4(result, 1.0f);
|
||
|
}
|
||
|
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
|
||
|
{
|
||
|
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
|
||
|
outColor = result;
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
{
|
||
|
#ifdef _SURFACE_TYPE_TRANSPARENT
|
||
|
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
|
||
|
#else
|
||
|
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
|
||
|
#endif
|
||
|
|
||
|
LightLoopOutput lightLoopOutput;
|
||
|
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
|
||
|
|
||
|
// Alias
|
||
|
float3 diffuseLighting = lightLoopOutput.diffuseLighting;
|
||
|
float3 specularLighting = lightLoopOutput.specularLighting;
|
||
|
|
||
|
diffuseLighting *= GetCurrentExposureMultiplier();
|
||
|
specularLighting *= GetCurrentExposureMultiplier();
|
||
|
|
||
|
#ifdef OUTPUT_SPLIT_LIGHTING
|
||
|
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
|
||
|
{
|
||
|
outColor = float4(specularLighting, 1.0);
|
||
|
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
outColor = float4(diffuseLighting + specularLighting, 1.0);
|
||
|
outDiffuseLighting = 0;
|
||
|
}
|
||
|
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
|
||
|
#else
|
||
|
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
|
||
|
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z);
|
||
|
float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z);
|
||
|
|
||
|
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
|
||
|
if (!forceNoMotion)
|
||
|
{
|
||
|
float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS);
|
||
|
EncodeMotionVector(motionVec * 0.5, outMotionVec);
|
||
|
outMotionVec.zw = 1.0;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DEPTHOFFSET_ON
|
||
|
outputDepth = posInput.deviceDepth;
|
||
|
#endif
|
||
|
|
||
|
#ifdef UNITY_VIRTUAL_TEXTURING
|
||
|
outVTFeedback = builtinData.vtPackedFeedback;
|
||
|
#endif
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ScenePickingPass"
|
||
|
Tags { "LightMode"="Picking" }
|
||
|
|
||
|
Cull [_CullMode]
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _DISABLE_SSR 1
|
||
|
#define _AMBIENT_OCCLUSION 1
|
||
|
#define ASE_SRP_VERSION 120101
|
||
|
|
||
|
|
||
|
#pragma editor_sync_compilation
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
|
||
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#endif
|
||
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
#define VARYINGS_NEED_TANGENT_TO_WORLD
|
||
|
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
||
|
#define SCENEPICKINGPASS 1
|
||
|
|
||
|
|
||
|
#define SHADER_UNLIT
|
||
|
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
float4 _SelectionID;
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float2 _TilingDetail;
|
||
|
float2 _OffsetDetail;
|
||
|
float2 _TilingTriplanar;
|
||
|
float _CoverageFalloff;
|
||
|
float _CoverageAmount;
|
||
|
float _Float3;
|
||
|
float _Float4;
|
||
|
float _Float6;
|
||
|
float _AmbientOcclusion;
|
||
|
float4 _EmissionColor;
|
||
|
float _AlphaCutoff;
|
||
|
float _RenderQueueType;
|
||
|
#ifdef _ADD_PRECOMPUTED_VELOCITY
|
||
|
float _AddPrecomputedVelocity;
|
||
|
#endif
|
||
|
float _StencilRef;
|
||
|
float _StencilWriteMask;
|
||
|
float _StencilRefDepth;
|
||
|
float _StencilWriteMaskDepth;
|
||
|
float _StencilRefMV;
|
||
|
float _StencilWriteMaskMV;
|
||
|
float _StencilRefDistortionVec;
|
||
|
float _StencilWriteMaskDistortionVec;
|
||
|
float _StencilWriteMaskGBuffer;
|
||
|
float _StencilRefGBuffer;
|
||
|
float _ZTestGBuffer;
|
||
|
float _RequireSplitLighting;
|
||
|
float _ReceivesSSR;
|
||
|
float _SurfaceType;
|
||
|
float _BlendMode;
|
||
|
float _SrcBlend;
|
||
|
float _DstBlend;
|
||
|
float _AlphaSrcBlend;
|
||
|
float _AlphaDstBlend;
|
||
|
float _ZWrite;
|
||
|
float _TransparentZWrite;
|
||
|
float _CullMode;
|
||
|
float _TransparentSortPriority;
|
||
|
float _EnableFogOnTransparent;
|
||
|
float _CullModeForward;
|
||
|
float _TransparentCullMode;
|
||
|
float _ZTestDepthEqualForOpaque;
|
||
|
float _ZTestTransparent;
|
||
|
float _TransparentBackfaceEnable;
|
||
|
float _AlphaCutoffEnable;
|
||
|
float _UseShadowThreshold;
|
||
|
float _DoubleSidedEnable;
|
||
|
float _DoubleSidedNormalMode;
|
||
|
float4 _DoubleSidedConstants;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
float3 normalWS : TEXCOORD0;
|
||
|
float4 tangentWS : TEXCOORD1;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float Alpha;
|
||
|
float AlphaClipThreshold;
|
||
|
};
|
||
|
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
|
||
|
{
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
|
||
|
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
|
||
|
#endif
|
||
|
|
||
|
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
|
||
|
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
|
||
|
#endif
|
||
|
|
||
|
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
ZERO_BUILTIN_INITIALIZE(builtinData);
|
||
|
builtinData.opacity = surfaceDescription.Alpha;
|
||
|
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
builtinData.renderingLayers = GetMeshRenderingLightLayer();
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
builtinData.alphaClipTreshold = alphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
#if _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
ApplyDebugToBuiltinData(builtinData);
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction(VertexInput inputMesh )
|
||
|
{
|
||
|
|
||
|
VertexOutput o;
|
||
|
ZERO_INITIALIZE(VertexOutput, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(inputMesh);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(inputMesh, o );
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = inputMesh.positionOS.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue ;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
inputMesh.positionOS.xyz = vertexValue;
|
||
|
#else
|
||
|
inputMesh.positionOS.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
inputMesh.normalOS = inputMesh.normalOS ;
|
||
|
|
||
|
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
|
||
|
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
|
||
|
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
|
||
|
|
||
|
o.positionCS = TransformWorldToHClip(positionRWS);
|
||
|
o.normalWS.xyz = normalWS;
|
||
|
o.tangentWS.xyzw = tangentWS;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float3 positionOS : INTERNALTESSPOS;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl Vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.positionOS = v.positionOS;
|
||
|
o.normalOS = v.normalOS;
|
||
|
o.tangentOS = v.tangentOS;
|
||
|
|
||
|
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 (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
|
||
|
float3 cameraPos = 0;
|
||
|
#else
|
||
|
float3 cameraPos = _WorldSpaceCameraPos;
|
||
|
#endif
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
|
||
|
#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput Vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void Frag( VertexOutput packedInput
|
||
|
, out float4 outColor : SV_Target0
|
||
|
|
||
|
)
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||
|
UNITY_SETUP_INSTANCE_ID(packedInput);
|
||
|
|
||
|
FragInputs input;
|
||
|
ZERO_INITIALIZE(FragInputs, input);
|
||
|
input.tangentToWorld = k_identity3x3;
|
||
|
input.positionSS = packedInput.positionCS;
|
||
|
|
||
|
input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz);
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
|
||
|
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
|
||
|
|
||
|
|
||
|
float3 V = float3(1.0, 1.0, 1.0);
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
BuiltinData builtinData;
|
||
|
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
|
||
|
outColor = _SelectionID;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "FullScreenDebug"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "FullScreenDebug"
|
||
|
}
|
||
|
|
||
|
Cull [_CullMode]
|
||
|
ZTest LEqual
|
||
|
ZWrite Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
/*ase_pragma_before*/
|
||
|
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
|
||
|
#pragma shader_feature_local _BLENDMODE_OFF _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
|
||
|
#pragma shader_feature_local _ _DOUBLESIDED_ON
|
||
|
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
|
||
|
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"
|
||
|
|
||
|
|
||
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
|
||
|
|
||
|
#define _SPECULAR_OCCLUSION_FROM_AO 1
|
||
|
#define _ENERGY_CONSERVING_SPECULAR 1
|
||
|
|
||
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define OUTPUT_SPLIT_LIGHTING
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#define HAVE_RECURSIVE_RENDERING
|
||
|
|
||
|
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
|
||
|
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
|
||
|
#define WRITE_NORMAL_BUFFER
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifndef DEBUG_DISPLAY
|
||
|
|
||
|
#if !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#if SHADERPASS == SHADERPASS_FORWARD
|
||
|
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
|
||
|
#elif SHADERPASS == SHADERPASS_GBUFFER
|
||
|
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _DEFERRED_CAPABLE_MATERIAL
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
|
||
|
#define _WRITE_TRANSPARENT_MOTION_VECTOR
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
|
||
|
struct AttributesMesh
|
||
|
{
|
||
|
float3 positionOS : POSITION;
|
||
|
float3 normalOS : NORMAL;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
#if UNITY_ANY_INSTANCING_ENABLED
|
||
|
uint instanceID : INSTANCEID_SEMANTIC;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
struct VaryingsMeshToPS
|
||
|
{
|
||
|
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
#if UNITY_ANY_INSTANCING_ENABLED
|
||
|
uint instanceID : CUSTOM_INSTANCE_ID;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
struct VertexDescriptionInputs
|
||
|
{
|
||
|
float3 ObjectSpaceNormal;
|
||
|
float3 ObjectSpaceTangent;
|
||
|
float3 ObjectSpacePosition;
|
||
|
};
|
||
|
|
||
|
struct SurfaceDescriptionInputs
|
||
|
{
|
||
|
float3 TangentSpaceNormal;
|
||
|
};
|
||
|
|
||
|
struct PackedVaryingsMeshToPS
|
||
|
{
|
||
|
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
#if UNITY_ANY_INSTANCING_ENABLED
|
||
|
uint instanceID : CUSTOM_INSTANCE_ID;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
|
||
|
{
|
||
|
PackedVaryingsMeshToPS output;
|
||
|
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
|
||
|
output.positionCS = input.positionCS;
|
||
|
#if UNITY_ANY_INSTANCING_ENABLED
|
||
|
output.instanceID = input.instanceID;
|
||
|
#endif
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
|
||
|
{
|
||
|
VaryingsMeshToPS output;
|
||
|
output.positionCS = input.positionCS;
|
||
|
#if UNITY_ANY_INSTANCING_ENABLED
|
||
|
output.instanceID = input.instanceID;
|
||
|
#endif
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
struct VertexDescription
|
||
|
{
|
||
|
float3 Position;
|
||
|
float3 Normal;
|
||
|
float3 Tangent;
|
||
|
};
|
||
|
|
||
|
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
|
||
|
{
|
||
|
VertexDescription description = (VertexDescription)0;
|
||
|
description.Position = IN.ObjectSpacePosition;
|
||
|
description.Normal = IN.ObjectSpaceNormal;
|
||
|
description.Tangent = IN.ObjectSpaceTangent;
|
||
|
return description;
|
||
|
}
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float3 BaseColor;
|
||
|
float3 Emission;
|
||
|
float Alpha;
|
||
|
float3 BentNormal;
|
||
|
float Smoothness;
|
||
|
float Occlusion;
|
||
|
float3 NormalTS;
|
||
|
float Metallic;
|
||
|
};
|
||
|
|
||
|
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
|
||
|
{
|
||
|
SurfaceDescription surface = (SurfaceDescription)0;
|
||
|
surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
|
||
|
surface.Emission = float3(0, 0, 0);
|
||
|
surface.Alpha = 1;
|
||
|
surface.BentNormal = IN.TangentSpaceNormal;
|
||
|
surface.Smoothness = 0.5;
|
||
|
surface.Occlusion = 1;
|
||
|
surface.NormalTS = IN.TangentSpaceNormal;
|
||
|
surface.Metallic = 0;
|
||
|
return surface;
|
||
|
}
|
||
|
|
||
|
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
|
||
|
{
|
||
|
VertexDescriptionInputs output;
|
||
|
ZERO_INITIALIZE(VertexDescriptionInputs, output);
|
||
|
|
||
|
output.ObjectSpaceNormal = input.normalOS;
|
||
|
output.ObjectSpaceTangent = input.tangentOS.xyz;
|
||
|
output.ObjectSpacePosition = input.positionOS;
|
||
|
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters )
|
||
|
{
|
||
|
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
|
||
|
|
||
|
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
|
||
|
|
||
|
input.positionOS = vertexDescription.Position;
|
||
|
input.normalOS = vertexDescription.Normal;
|
||
|
input.tangentOS.xyz = vertexDescription.Tangent;
|
||
|
return input;
|
||
|
}
|
||
|
|
||
|
FragInputs BuildFragInputs(VaryingsMeshToPS input)
|
||
|
{
|
||
|
FragInputs output;
|
||
|
ZERO_INITIALIZE(FragInputs, output);
|
||
|
|
||
|
output.tangentToWorld = k_identity3x3;
|
||
|
output.positionSS = input.positionCS;
|
||
|
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
|
||
|
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
|
||
|
return BuildFragInputs(unpacked);
|
||
|
}
|
||
|
|
||
|
|
||
|
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
|
||
|
{
|
||
|
SurfaceDescriptionInputs output;
|
||
|
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
|
||
|
|
||
|
#if defined(SHADER_STAGE_RAY_TRACING)
|
||
|
#else
|
||
|
#endif
|
||
|
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
|
||
|
{
|
||
|
ZERO_INITIALIZE(SurfaceData, surfaceData);
|
||
|
|
||
|
surfaceData.specularOcclusion = 1.0;
|
||
|
|
||
|
surfaceData.baseColor = surfaceDescription.BaseColor;
|
||
|
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
|
||
|
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
|
||
|
surfaceData.metallic = surfaceDescription.Metallic;
|
||
|
|
||
|
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
|
||
|
if (_EnableSSRefraction)
|
||
|
{
|
||
|
|
||
|
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
surfaceDescription.Alpha = 1.0;
|
||
|
}
|
||
|
#else
|
||
|
surfaceData.ior = 1.0;
|
||
|
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
|
||
|
surfaceData.atDistance = 1.0;
|
||
|
surfaceData.transmittanceMask = 0.0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
|
||
|
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_TRANSMISSION
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_ANISOTROPY
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
|
||
|
|
||
|
|
||
|
surfaceData.normalWS = float3(0, 1, 0);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
|
||
|
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
|
||
|
#endif
|
||
|
|
||
|
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
|
||
|
|
||
|
|
||
|
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
||
|
#endif
|
||
|
|
||
|
|
||
|
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
|
||
|
|
||
|
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
|
||
|
|
||
|
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);
|
||
|
|
||
|
|
||
|
#if HAVE_DECALS
|
||
|
if (_EnableDecals)
|
||
|
{
|
||
|
float alpha = 1.0;
|
||
|
alpha = surfaceDescription.Alpha;
|
||
|
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
|
||
|
ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bentNormalWS = surfaceData.normalWS;
|
||
|
|
||
|
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
|
||
|
|
||
|
#ifdef DEBUG_DISPLAY
|
||
|
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
|
||
|
{
|
||
|
|
||
|
surfaceData.metallic = 0;
|
||
|
}
|
||
|
|
||
|
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
|
||
|
|
||
|
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
|
||
|
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
|
||
|
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
|
||
|
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
|
||
|
#endif
|
||
|
|
||
|
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
|
||
|
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
|
||
|
{
|
||
|
|
||
|
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifndef SHADER_UNLIT
|
||
|
#ifdef _DOUBLESIDED_ON
|
||
|
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
|
||
|
#else
|
||
|
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
|
||
|
#endif
|
||
|
|
||
|
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants);
|
||
|
#endif
|
||
|
|
||
|
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
|
||
|
|
||
|
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
|
||
|
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
|
||
|
|
||
|
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
|
||
|
|
||
|
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
|
||
|
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
|
||
|
|
||
|
#endif
|
||
|
|
||
|
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
|
||
|
#endif
|
||
|
|
||
|
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
|
||
|
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
|
||
|
#endif
|
||
|
|
||
|
#ifndef SHADER_UNLIT
|
||
|
float3 bentNormalWS;
|
||
|
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
|
||
|
|
||
|
InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData);
|
||
|
|
||
|
#else
|
||
|
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
|
||
|
|
||
|
ZERO_BUILTIN_INITIALIZE(builtinData);
|
||
|
builtinData.opacity = surfaceDescription.Alpha;
|
||
|
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
builtinData.renderingLayers = GetMeshRenderingLightLayer();
|
||
|
#endif
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
|
||
|
builtinData.alphaClipTreshold = alphaCutoff;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
builtinData.emissiveColor = surfaceDescription.Emission;
|
||
|
|
||
|
#if _DEPTHOFFSET_ON
|
||
|
builtinData.depthOffset = surfaceDescription.DepthOffset;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if (SHADERPASS == SHADERPASS_DISTORTION)
|
||
|
builtinData.distortion = surfaceDescription.Distortion;
|
||
|
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
|
||
|
#endif
|
||
|
|
||
|
#ifndef SHADER_UNLIT
|
||
|
|
||
|
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
|
||
|
#else
|
||
|
ApplyDebugToBuiltinData(builtinData);
|
||
|
#endif
|
||
|
|
||
|
}
|
||
|
|
||
|
#define DEBUG_DISPLAY
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl"
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
|
||
|
|
||
|
PackedVaryingsType Vert(AttributesMesh inputMesh)
|
||
|
{
|
||
|
VaryingsType varyingsType;
|
||
|
varyingsType.vmesh = VertMesh(inputMesh);
|
||
|
return PackVaryingsType(varyingsType);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
#if !defined(_DEPTHOFFSET_ON)
|
||
|
[earlydepthstencil]
|
||
|
#endif
|
||
|
void Frag(PackedVaryingsToPS packedInput)
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
|
||
|
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
|
||
|
|
||
|
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz);
|
||
|
|
||
|
#ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
|
||
|
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW)
|
||
|
{
|
||
|
IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI"
|
||
|
|
||
|
Fallback "Hidden/InternalErrorShader"
|
||
|
}
|
||
|
/*ASEBEGIN
|
||
|
Version=18933
|
||
|
0;0;1920;1019;3116.567;408.4762;3.248968;True;True
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;135;-2363.771,260.0739;Inherit;False;698.2522;375.7902;Comment;4;232;147;139;137;Tile UVs;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;148;-446.7916,643.6674;Inherit;False;234;206;Main Merged Normal;1;152;;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;175;604.5737,854.6277;Inherit;False;219;183;Metallic Output;1;183;;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;282;610.4856,1311.601;Inherit;False;232;209;AO;1;283;;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;176;596.3203,1063.69;Inherit;False;234;206;Smoothness Output;1;180;;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;255;588.6985,623.037;Inherit;False;234;206;Normal Map Output;1;196;;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;224;-2032.523,-731.1954;Inherit;False;1904.817;937.9072;D;17;251;248;216;246;252;215;192;211;217;253;213;212;220;218;221;234;233;Detail Albedo;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;177;586.6612,387.9555;Inherit;False;234;206;Albedo Output;1;182;;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;136;-2579.228,700.9793;Inherit;False;1136.195;870.1304;Comment;11;245;244;157;155;151;141;146;142;143;258;259;Triplanar Setup;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;107;-2783.309,-185.874;Inherit;False;716.6788;367.6506;Comment;4;231;110;108;109;Tile UVs 2;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.ColorNode;281;-1225.801,1392.767;Inherit;False;Constant;_Color0;Color 0;8;0;Create;True;0;0;0;False;0;False;1,1,1,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SamplerNode;156;-1304.465,901.571;Inherit;True;Property;_MetallicAoGloss;Metallic/Ao/Gloss;2;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;244;-2113.78,971.092;Float;False;Property;_Float6;Smoothness Coverage;15;0;Create;False;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.BlendNormalsNode;168;-439.4589,511.3722;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;159;-1287.908,1100.855;Float;False;Property;_Float4;Smoothness;4;0;Create;False;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;251;-394.5498,-180.0484;Inherit;False;DetailAlbedoMap;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;258;-1711.378,780.8313;Inherit;False;TriplanarAlbedo;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;216;-551.0139,-170.9914;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TriplanarNode;157;-2221.704,762.4165;Inherit;True;Spherical;World;False;Top Texture 0;_TopTexture0;white;-1;None;Mid Texture 0;_MidTexture0;white;0;None;Bot Texture 0;_BotTexture0;white;1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;2;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.WireNode;264;-1408.989,909.0673;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;160;-0.04981613,837.5142;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.WireNode;265;-1407.348,684.8131;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.LerpOp;246;-1195.669,-85.78526;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;248;-1031.795,-90.63036;Inherit;False;DetailNormalMap;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TFHCGrayscale;285;-1011.904,1400.833;Inherit;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;261;-735.2082,382.2629;Inherit;False;248;DetailNormalMap;1;0;OBJECT;;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.LerpOp;196;638.6985,673.0369;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.LerpOp;185;273.7172,710.1314;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TexturePropertyNode;155;-2523.217,746.3055;Float;True;Property;_CoverageAlbedo;Coverage Albedo;13;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.GetLocalVarNode;262;303.6838,490.3542;Inherit;False;258;TriplanarAlbedo;1;0;OBJECT;;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.BlendNormalsNode;194;-433.0527,392.6257;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;284;112.4524,1423.48;Inherit;False;Property;_AmbientOcclusion;Ambient Occlusion;10;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;166;247.4241,993.5258;Float;False;Property;_Float3;Metallic;3;0;Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;183;654.5736,904.6278;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;182;636.6612,437.9536;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;245;-1826.073,925.5204;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;283;660.4854,1361.601;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;180;646.3202,1113.691;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;179;-964.2023,1087.663;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;256;303.1814,394.8387;Inherit;False;251;DetailAlbedoMap;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.SaturateNode;174;134.5599,841.3643;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.WorldNormalVector;154;-188.0406,740.8609;Inherit;False;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleAddOpNode;215;-861.4495,-348.8416;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;192;-1534.871,-18.30225;Inherit;True;Property;_DetailNormal;Detail Normal;9;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TriplanarNode;151;-2191.841,1111.644;Inherit;True;Spherical;World;True;Top Texture 1;_TopTexture1;white;-1;None;Mid Texture 1;_MidTexture1;white;-1;None;Bot Texture 1;_BotTexture1;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;2;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;138;-1308.867,797.7308;Float;False;Property;_CoverageAmount;Coverage Amount;17;0;Create;True;0;0;0;False;0;False;1;1.4;0;5;0;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;252;-789.2067,-87.72435;Inherit;False;250;AlbedoMapMain;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;231;-2301.19,44.07071;Inherit;False;TileUVs2;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.Vector2Node;146;-2492.987,1310.018;Inherit;False;Property;_TilingTriplanar;Tiling Triplanar;16;0;Create;True;0;0;0;False;0;False;1,1;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.RangedFloatNode;143;-2524.62,1454.564;Float;False;Property;_CoverageFalloff;Coverage Falloff;18;0;Create;True;0;0;0;False;0;False;0.5;5;1;5;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;142;-2533.238,948.5773;Float;True;Property;_CoverageNormal;Coverage Normal;14;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;0;False;None;None;True;bump;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.WorldNormalVector;140;-1229.795,634.3816;Inherit;False;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.WorldPosInputsNode;141;-2489.126,1153.491;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.RegisterLocalVarNode;232;-1881.981,450.2868;Inherit;False;TileUVs;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;110;-2551.559,-32.15594;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;147;-2138.653,413.7917;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.Vector2Node;108;-2746.309,34.84282;Float;False;Property;_OffsetDetail;Offset Detail;12;0;Create;True;0;0;0;False;0;False;1,1;0,0.21;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.Vector2Node;109;-2742.496,-135.874;Float;False;Property;_TilingDetail;Tiling Detail;11;0;Create;True;0;0;0;False;0;False;1,1;5,5;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.Vector2Node;137;-2329.589,310.0739;Float;False;Property;_Tiling;Tiling;5;0;Create;True;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.Vector2Node;139;-2333.402,480.79;Float;False;Property;_Offset;Offset;6;0;Create;True;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.GetLocalVarNode;235;-1622.824,432.3456;Inherit;False;232;TileUVs;1;0;OBJECT;;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;150;-1323.99,438.3802;Inherit;True;Property;_NormalMap;Normal Map;1;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.GetLocalVarNode;233;-1992.929,-211.4644;Inherit;False;231;TileUVs2;1;0;OBJECT;;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;221;-1546.029,-310.5203;Inherit;True;Property;_DetailMask;Detail Mask;7;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.GetLocalVarNode;253;-1469.953,-103.8174;Inherit;False;249;NormalMapMain;1;0;OBJECT;;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;250;-991.2874,247.6117;Inherit;False;AlbedoMapMain;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode;234;-1771.618,-283.0284;Inherit;False;232;TileUVs;1;0;OBJECT;;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;211;-1195.833,-416.1414;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.DynamicAppendNode;217;-1023.153,-241.1226;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SamplerNode;223;-1321.625,231.5923;Inherit;True;Property;_Albedo;Albedo;0;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;212;-1448.545,-548.5344;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.OneMinusNode;213;-1224.278,-205.3589;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;152;-396.7921,693.668;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SaturateNode;149;-893.7502,712.6063;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;263;-734.5929,475.1882;Inherit;False;259;TriplanarNormal;1;0;OBJECT;;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;249;-994.8615,334.2169;Inherit;False;NormalMapMain;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SamplerNode;220;-1772.01,-662.7604;Inherit;True;Property;_DetailAlbedo;Detail Albedo;8;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;gray;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;145;-1031.042,705.8291;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;259;-1711.911,1125.256;Inherit;False;TriplanarNormal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.ColorSpaceDouble;218;-1772.289,-457.0554;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.GetLocalVarNode;254;-736.2164,568.9689;Inherit;False;249;NormalMapMain;1;0;OBJECT;;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;276;926.938,702.4413;Float;False;False;-1;2;Rendering.HighDefinition.LitShaderGraphGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;Forward;0;10;Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;True;1;0;True;-19;0;True;-20;1;0;True;-21;0;True;-22;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-28;False;False;False;True;True;True;True;True;0;True;-44;False;False;False;False;False;True;True;0;True;-4;255;False;-1;255;True;-5;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;0;True;-23;True;0;True;-30;False;True;1;LightMode=Forward;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;273;926.938,702.4413;Float;False;False;-1;2;Rendering.HighDefinition.LitShaderGraphGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;TransparentBackface;0;7;TransparentBackface;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;True;1;0;True;-19;0;True;-20;1;0;True;-21;0;True;-22;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;False;True;True;True;True;True;0;True;-44;False;False;False;False;False;False;False;True;0;True;-23;True;0;True;-31;False;True;1;LightMode=TransparentBackface;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;272;926.938,702.4413;Float;False;False;-1;2;Rendering.HighDefinition.LitShaderGraphGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;Distortion;0;6;Distortion;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;True;4;1;False;-1;1;False;-1;4;1;False;-1;1;False;-1;True;1;False;-1;1;False;-1;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;True;0;True;-10;255;False;-1;255;True;-11;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;2;False;-1;True;3;False;-1;False;True;1;LightMode=DistortionVectors;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;274;926.938,702.4413;Float;False;False;-1;2;Rendering.HighDefinition.LitShaderGraphGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;TransparentDepthPrepass;0;8;TransparentDepthPrepass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-25;False;False;False;False;False;False;False;False;False;True;True;0;False;-1;255;False;-1;255;False;-1;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;3;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;False;False;True;1;LightMode=TransparentDepthPrepass;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;267;926.938,702.4413;Float;False;False;-1;2;Rendering.HighDefinition.LitShaderGraphGUI;0;1;New Amplify Shader;53b46d85872c5b24c8f4f0a1c3fe4c87;True;META;0;1;META;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;7;d3d11;metal;vulkan;xboxone;xboxseries;playstation;switch;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;266;926.938,702.4413;Float;False;True;-1;2;Rendering.HighDefinition.LitShaderGraphGUI;0;2;Tobyfredson/Detail Map Coverage (HDRP);53b46d85872c5b24c8f4f0a1c3fe4c87;True;GBuffer;0;0;GBuffer;35;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=HDRenderPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;5;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;True;-25;False;False;False;False;False;False;False;False;False;True;True;0;True;-13;255;False;-1;255;True;-12;7;False;-1;3;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;True;0;True;-14;False;True;1;LightMode=GBuffer;False;False;0;Hidden/InternalErrorShader;0;0;Standard;42;Surface Type;0;0; Rendering Pass;1;0; Refraction Model;0;0; Blending Mode;0;0; Blend Preserves Specular;1;0; Receive Fog;1;0; Back Then Front Rendering;0;0; Transparent Depth Prepass;0;0; Transparent Depth Postpass;0;0; Transparent Writes Motion Vector;0;0; Distortion;0;0; Distortion Mode;0;0; Distortion Depth Test;1;0; ZWrite;0;0; Z Test;4;0;Double-Sided;0;0;Alpha Clipping;0;0; Use Shadow Threshold;0;0;Material Type,InvertActionOnDeselection;0;0; Energy Conserving Specular;1;0; Transmission;1;0;Receive Decals;1;0;Receives SSR;0;637810613589572338;Receive SSR Transparent;0;0;Motion Vectors;0;637810528484978251; Add Precomputed Velocity;0;0;Specular AA;0;0;Specular Occlusion Mode;1;0;Override Baked GI;0;0;Depth Offset;0;0;DOTS Instancing;0;637810613597894523;LOD CrossFade;0;637810528391324654;Tessellation;0;0; Phong;0;0; Strength;0.5,False,-1;0; Type;0;0; Tess;16,False,-1;0; Min;10,False,-1;0; Max;25,False,-1;0; Edge Length;16,False,-1;0; Max Displacement;25,False,-1;0;Vertex Position;1;0;0;12;True;True;True;True;True;True;False;False;False;False;True;True;False;;False;0
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WireConnection;156;1;264;0
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WireConnection;168;1;263;0
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WireConnection;251;0;216;0
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WireConnection;258;0;157;0
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WireConnection;216;0;252;0
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WireConnection;216;1;215;0
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WireConnection;157;0;155;0
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WireConnection;157;9;141;0
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WireConnection;157;3;146;0
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WireConnection;157;4;143;0
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WireConnection;264;0;265;0
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WireConnection;160;0;154;2
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WireConnection;160;1;138;0
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WireConnection;265;0;235;0
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WireConnection;246;0;253;0
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WireConnection;246;1;192;0
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WireConnection;246;2;221;4
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WireConnection;248;0;246;0
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WireConnection;285;0;281;0
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WireConnection;196;0;194;0
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WireConnection;196;1;185;0
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WireConnection;196;2;174;0
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WireConnection;185;0;152;0
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WireConnection;185;1;168;0
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WireConnection;185;2;174;0
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WireConnection;194;0;261;0
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WireConnection;194;1;254;0
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WireConnection;183;0;156;1
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WireConnection;183;1;166;0
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WireConnection;182;0;256;0
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WireConnection;182;1;262;0
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WireConnection;182;2;174;0
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WireConnection;245;0;157;4
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WireConnection;245;1;244;0
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WireConnection;283;0;285;0
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WireConnection;283;1;156;2
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WireConnection;283;2;284;0
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WireConnection;180;0;179;0
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WireConnection;180;1;245;0
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WireConnection;180;2;174;0
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WireConnection;179;0;156;4
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WireConnection;179;1;159;0
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WireConnection;174;0;160;0
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WireConnection;154;0;152;0
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WireConnection;215;0;211;0
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WireConnection;215;1;217;0
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WireConnection;192;1;233;0
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WireConnection;151;0;142;0
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WireConnection;151;9;141;0
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WireConnection;151;3;146;0
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WireConnection;151;4;143;0
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WireConnection;147;0;137;0
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WireConnection;150;1;235;0
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WireConnection;221;1;234;0
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WireConnection;250;0;223;0
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WireConnection;211;1;221;4
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WireConnection;217;0;213;0
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WireConnection;217;1;213;0
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WireConnection;217;2;213;0
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WireConnection;223;1;235;0
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WireConnection;212;0;220;0
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WireConnection;212;1;218;0
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WireConnection;213;0;221;4
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WireConnection;152;0;254;0
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WireConnection;152;1;263;0
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WireConnection;152;2;149;0
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WireConnection;149;0;145;0
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WireConnection;249;0;150;0
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WireConnection;220;1;233;0
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WireConnection;145;0;140;2
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WireConnection;145;1;138;0
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WireConnection;259;0;151;0
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WireConnection;266;0;182;0
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WireConnection;266;1;196;0
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WireConnection;266;4;183;0
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WireConnection;266;7;180;0
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WireConnection;266;8;283;0
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ASEEND*/
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//CHKSM=D646AB86AC7B916A4C9968A945368DEBA00F1FB8
|