1948 lines
75 KiB
Plaintext
1948 lines
75 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/Tree Bark Foliage Wind (URP)"
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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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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[ASEBegin][NoScaleOffset][SingleLineTexture]_AlbedoMap("Albedo Map", 2D) = "white" {}
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[NoScaleOffset][Normal][SingleLineTexture]_NormalMap("Normal Map", 2D) = "bump" {}
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_NormalIntensity("Normal Intensity", Range( -3 , 3)) = 1
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[NoScaleOffset][SingleLineTexture]_MaskMap("Mask Map", 2D) = "white" {}
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_Float6("Ambient Occlusion", Range( 0 , 1)) = 0
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_Float4("Metallic", Range( 0 , 1)) = 0
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_Float5("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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[Toggle(_VERTEXAOONOFF_ON)] _VertexAoOnOff("Vertex Ao (On/Off)", Float) = 1
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_VertexAointensity("Vertex Ao intensity", Range( 0 , 1)) = 0
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_WorldFrequency("World Frequency", Range( 0 , 1)) = 1
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_WindDirection("Wind Direction", Range( 1.54 , 1.6)) = 1
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[ASEEnd]_BendAmount("Bend Amount", Range( 0 , 1)) = 1
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Back
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 3.0
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#pragma prefer_hlslcc gles
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 80200
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_VERT_POSITION
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#pragma shader_feature_local _VERTEXAOONOFF_ON
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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float4 ase_texcoord7 : TEXCOORD7;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float2 _Tiling;
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float2 _Offset;
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float _WindDirection;
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float _WorldFrequency;
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float _BendAmount;
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float _NormalIntensity;
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float _Float4;
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float _Float5;
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float _Float6;
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float _VertexAointensity;
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#ifdef _TRANSMISSION_ASE
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float _TransmissionShadow;
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#endif
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#ifdef _TRANSLUCENCY_ASE
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _AlbedoMap;
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sampler2D _NormalMap;
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sampler2D _MaskMap;
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float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
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{
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original -= center;
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float C = cos( angle );
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float S = sin( angle );
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float t = 1 - C;
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float m00 = t * u.x * u.x + C;
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float m01 = t * u.x * u.y - S * u.z;
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float m02 = t * u.x * u.z + S * u.y;
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float m10 = t * u.x * u.y + S * u.z;
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float m11 = t * u.y * u.y + C;
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float m12 = t * u.y * u.z - S * u.x;
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float m20 = t * u.x * u.z - S * u.y;
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float m21 = t * u.y * u.z + S * u.x;
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float m22 = t * u.z * u.z + C;
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float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
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return mul( finalMatrix, original ) + center;
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}
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 _Vector0 = float3(0,0,0);
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float4 temp_cast_0 = (_Vector0.y).xxxx;
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float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
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float4 transform138 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
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float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform138.x + transform138.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * _BendAmount ) , _Vector0.y , 0.0 , 0.0));
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float4 lerpResult134 = lerp( temp_cast_0 , appendResult128 , v.vertex.xyz.y);
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float3 rotatedValue130 = RotateAroundAxis( float3( 0,0,0 ), lerpResult134.xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
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o.ase_texcoord7.xy = v.texcoord.xy;
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o.ase_color = v.ase_color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord7.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = rotatedValue130;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float3 positionVS = TransformWorldToView( positionWS );
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float4 positionCS = TransformWorldToHClip( positionWS );
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VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
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o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
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o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
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o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
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OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
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OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
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#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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o.lightmapUVOrVertexSH.zw = v.texcoord;
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o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
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#ifdef ASE_FOG
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half fogFactor = ComputeFogFactor( positionCS.z );
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#else
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half fogFactor = 0;
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#endif
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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||
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.clipPos = positionCS;
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
o.screenPos = ComputeScreenPos(positionCS);
|
||
|
#endif
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
float4 texcoord : TEXCOORD0;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 ase_color : COLOR;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
o.ase_tangent = v.ase_tangent;
|
||
|
o.texcoord = v.texcoord;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.ase_color = v.ase_color;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
||
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
||
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#endif
|
||
|
|
||
|
half4 frag ( VertexOutput IN
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
#endif
|
||
|
) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||
|
#endif
|
||
|
|
||
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
||
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
||
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
||
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
||
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
||
|
#else
|
||
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
||
|
float3 WorldTangent = IN.tSpace1.xyz;
|
||
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
||
|
#endif
|
||
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
||
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
float4 ScreenPos = IN.screenPos;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
|
||
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
||
|
|
||
|
float2 texCoord7 = IN.ase_texcoord7.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs9 = texCoord7;
|
||
|
|
||
|
float3 unpack19 = UnpackNormalScale( tex2D( _NormalMap, TileUVs9 ), _NormalIntensity );
|
||
|
unpack19.z = lerp( 1, unpack19.z, saturate(_NormalIntensity) );
|
||
|
|
||
|
float4 tex2DNode32 = tex2D( _MaskMap, TileUVs9 );
|
||
|
|
||
|
float temp_output_59_0 = pow( tex2DNode32.g , _Float6 );
|
||
|
float blendOpSrc103 = IN.ase_color.r;
|
||
|
float blendOpDest103 = temp_output_59_0;
|
||
|
float lerpBlendMode103 = lerp(blendOpDest103,( blendOpSrc103 * blendOpDest103 ),_VertexAointensity);
|
||
|
#ifdef _VERTEXAOONOFF_ON
|
||
|
float staticSwitch105 = ( saturate( lerpBlendMode103 ));
|
||
|
#else
|
||
|
float staticSwitch105 = temp_output_59_0;
|
||
|
#endif
|
||
|
|
||
|
float3 Albedo = tex2D( _AlbedoMap, TileUVs9 ).rgb;
|
||
|
float3 Normal = unpack19;
|
||
|
float3 Emission = 0;
|
||
|
float3 Specular = 0.5;
|
||
|
float Metallic = ( tex2DNode32.r * _Float4 );
|
||
|
float Smoothness = ( tex2DNode32.a * _Float5 );
|
||
|
float Occlusion = staticSwitch105;
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
float3 BakedGI = 0;
|
||
|
float3 RefractionColor = 1;
|
||
|
float RefractionIndex = 1;
|
||
|
float3 Transmission = 1;
|
||
|
float3 Translucency = 1;
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
InputData inputData;
|
||
|
inputData.positionWS = WorldPosition;
|
||
|
inputData.viewDirectionWS = WorldViewDirection;
|
||
|
inputData.shadowCoord = ShadowCoords;
|
||
|
|
||
|
#ifdef _NORMALMAP
|
||
|
#if _NORMAL_DROPOFF_TS
|
||
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
||
|
#elif _NORMAL_DROPOFF_OS
|
||
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
#elif _NORMAL_DROPOFF_WS
|
||
|
inputData.normalWS = Normal;
|
||
|
#endif
|
||
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
#else
|
||
|
inputData.normalWS = WorldNormal;
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
||
|
#endif
|
||
|
|
||
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
||
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
||
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
||
|
#else
|
||
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
||
|
#endif
|
||
|
|
||
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
||
|
#ifdef _ASE_BAKEDGI
|
||
|
inputData.bakedGI = BakedGI;
|
||
|
#endif
|
||
|
half4 color = UniversalFragmentPBR(
|
||
|
inputData,
|
||
|
Albedo,
|
||
|
Metallic,
|
||
|
Specular,
|
||
|
Smoothness,
|
||
|
Occlusion,
|
||
|
Emission,
|
||
|
Alpha);
|
||
|
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
{
|
||
|
float shadow = _TransmissionShadow;
|
||
|
|
||
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
||
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
||
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
||
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
||
|
color.rgb += Albedo * mainTransmission;
|
||
|
|
||
|
#ifdef _ADDITIONAL_LIGHTS
|
||
|
int transPixelLightCount = GetAdditionalLightsCount();
|
||
|
for (int i = 0; i < transPixelLightCount; ++i)
|
||
|
{
|
||
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
||
|
float3 atten = light.color * light.distanceAttenuation;
|
||
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
||
|
|
||
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
||
|
color.rgb += Albedo * transmission;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
{
|
||
|
float shadow = _TransShadow;
|
||
|
float normal = _TransNormal;
|
||
|
float scattering = _TransScattering;
|
||
|
float direct = _TransDirect;
|
||
|
float ambient = _TransAmbient;
|
||
|
float strength = _TransStrength;
|
||
|
|
||
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
||
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
||
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
||
|
|
||
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
||
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
||
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
||
|
color.rgb += Albedo * mainTranslucency * strength;
|
||
|
|
||
|
#ifdef _ADDITIONAL_LIGHTS
|
||
|
int transPixelLightCount = GetAdditionalLightsCount();
|
||
|
for (int i = 0; i < transPixelLightCount; ++i)
|
||
|
{
|
||
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
||
|
float3 atten = light.color * light.distanceAttenuation;
|
||
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
||
|
|
||
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
||
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
||
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
||
|
color.rgb += Albedo * translucency * strength;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef _REFRACTION_ASE
|
||
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
||
|
projScreenPos.xy += refractionOffset.xy;
|
||
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
||
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
||
|
color.a = 1;
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
||
|
color.rgb *= color.a;
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
||
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
||
|
#else
|
||
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ShadowCaster"
|
||
|
Tags { "LightMode"="ShadowCaster" }
|
||
|
|
||
|
ZWrite On
|
||
|
ZTest LEqual
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
#define _NORMALMAP 1
|
||
|
#define ASE_SRP_VERSION 80200
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS_SHADOWCASTER
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_POSITION
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float _WindDirection;
|
||
|
float _WorldFrequency;
|
||
|
float _BendAmount;
|
||
|
float _NormalIntensity;
|
||
|
float _Float4;
|
||
|
float _Float5;
|
||
|
float _Float6;
|
||
|
float _VertexAointensity;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
|
||
|
{
|
||
|
original -= center;
|
||
|
float C = cos( angle );
|
||
|
float S = sin( angle );
|
||
|
float t = 1 - C;
|
||
|
float m00 = t * u.x * u.x + C;
|
||
|
float m01 = t * u.x * u.y - S * u.z;
|
||
|
float m02 = t * u.x * u.z + S * u.y;
|
||
|
float m10 = t * u.x * u.y + S * u.z;
|
||
|
float m11 = t * u.y * u.y + C;
|
||
|
float m12 = t * u.y * u.z - S * u.x;
|
||
|
float m20 = t * u.x * u.z - S * u.y;
|
||
|
float m21 = t * u.y * u.z + S * u.x;
|
||
|
float m22 = t * u.z * u.z + C;
|
||
|
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
|
||
|
return mul( finalMatrix, original ) + center;
|
||
|
}
|
||
|
|
||
|
|
||
|
float3 _LightDirection;
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||
|
|
||
|
float3 _Vector0 = float3(0,0,0);
|
||
|
float4 temp_cast_0 = (_Vector0.y).xxxx;
|
||
|
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
float4 transform138 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
|
||
|
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform138.x + transform138.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * _BendAmount ) , _Vector0.y , 0.0 , 0.0));
|
||
|
float4 lerpResult134 = lerp( temp_cast_0 , appendResult128 , v.vertex.xyz.y);
|
||
|
float3 rotatedValue130 = RotateAroundAxis( float3( 0,0,0 ), lerpResult134.xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = rotatedValue130;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
||
|
|
||
|
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
||
|
|
||
|
#if UNITY_REVERSED_Z
|
||
|
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||
|
#else
|
||
|
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = clipPos;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
o.clipPos = clipPos;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#endif
|
||
|
|
||
|
half4 frag( VertexOutput IN
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
#endif
|
||
|
) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID( IN );
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.worldPos;
|
||
|
#endif
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
#ifdef _ALPHATEST_SHADOW_ON
|
||
|
clip(Alpha - AlphaClipThresholdShadow);
|
||
|
#else
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||
|
#endif
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "DepthOnly"
|
||
|
Tags { "LightMode"="DepthOnly" }
|
||
|
|
||
|
ZWrite On
|
||
|
ColorMask 0
|
||
|
AlphaToMask Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
#define _NORMALMAP 1
|
||
|
#define ASE_SRP_VERSION 80200
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS_DEPTHONLY
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_POSITION
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float _WindDirection;
|
||
|
float _WorldFrequency;
|
||
|
float _BendAmount;
|
||
|
float _NormalIntensity;
|
||
|
float _Float4;
|
||
|
float _Float5;
|
||
|
float _Float6;
|
||
|
float _VertexAointensity;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
|
||
|
{
|
||
|
original -= center;
|
||
|
float C = cos( angle );
|
||
|
float S = sin( angle );
|
||
|
float t = 1 - C;
|
||
|
float m00 = t * u.x * u.x + C;
|
||
|
float m01 = t * u.x * u.y - S * u.z;
|
||
|
float m02 = t * u.x * u.z + S * u.y;
|
||
|
float m10 = t * u.x * u.y + S * u.z;
|
||
|
float m11 = t * u.y * u.y + C;
|
||
|
float m12 = t * u.y * u.z - S * u.x;
|
||
|
float m20 = t * u.x * u.z - S * u.y;
|
||
|
float m21 = t * u.y * u.z + S * u.x;
|
||
|
float m22 = t * u.z * u.z + C;
|
||
|
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
|
||
|
return mul( finalMatrix, original ) + center;
|
||
|
}
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
float3 _Vector0 = float3(0,0,0);
|
||
|
float4 temp_cast_0 = (_Vector0.y).xxxx;
|
||
|
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
float4 transform138 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
|
||
|
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform138.x + transform138.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * _BendAmount ) , _Vector0.y , 0.0 , 0.0));
|
||
|
float4 lerpResult134 = lerp( temp_cast_0 , appendResult128 , v.vertex.xyz.y);
|
||
|
float3 rotatedValue130 = RotateAroundAxis( float3( 0,0,0 ), lerpResult134.xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = rotatedValue130;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
o.clipPos = positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||
|
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#endif
|
||
|
half4 frag( VertexOutput IN
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
#endif
|
||
|
) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.worldPos;
|
||
|
#endif
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||
|
#endif
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
return 0;
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Meta"
|
||
|
Tags { "LightMode"="Meta" }
|
||
|
|
||
|
Cull Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
#define _NORMALMAP 1
|
||
|
#define ASE_SRP_VERSION 80200
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS_META
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_POSITION
|
||
|
|
||
|
|
||
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float _WindDirection;
|
||
|
float _WorldFrequency;
|
||
|
float _BendAmount;
|
||
|
float _NormalIntensity;
|
||
|
float _Float4;
|
||
|
float _Float5;
|
||
|
float _Float6;
|
||
|
float _VertexAointensity;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
sampler2D _AlbedoMap;
|
||
|
|
||
|
|
||
|
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
|
||
|
{
|
||
|
original -= center;
|
||
|
float C = cos( angle );
|
||
|
float S = sin( angle );
|
||
|
float t = 1 - C;
|
||
|
float m00 = t * u.x * u.x + C;
|
||
|
float m01 = t * u.x * u.y - S * u.z;
|
||
|
float m02 = t * u.x * u.z + S * u.y;
|
||
|
float m10 = t * u.x * u.y + S * u.z;
|
||
|
float m11 = t * u.y * u.y + C;
|
||
|
float m12 = t * u.y * u.z - S * u.x;
|
||
|
float m20 = t * u.x * u.z - S * u.y;
|
||
|
float m21 = t * u.y * u.z + S * u.x;
|
||
|
float m22 = t * u.z * u.z + C;
|
||
|
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
|
||
|
return mul( finalMatrix, original ) + center;
|
||
|
}
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
float3 _Vector0 = float3(0,0,0);
|
||
|
float4 temp_cast_0 = (_Vector0.y).xxxx;
|
||
|
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
float4 transform138 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
|
||
|
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform138.x + transform138.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * _BendAmount ) , _Vector0.y , 0.0 , 0.0));
|
||
|
float4 lerpResult134 = lerp( temp_cast_0 , appendResult128 , v.vertex.xyz.y);
|
||
|
float3 rotatedValue130 = RotateAroundAxis( float3( 0,0,0 ), lerpResult134.xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
|
||
|
|
||
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord2.zw = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = rotatedValue130;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = o.clipPos;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.worldPos;
|
||
|
#endif
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
float2 texCoord7 = IN.ase_texcoord2.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs9 = texCoord7;
|
||
|
|
||
|
|
||
|
float3 Albedo = tex2D( _AlbedoMap, TileUVs9 ).rgb;
|
||
|
float3 Emission = 0;
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
MetaInput metaInput = (MetaInput)0;
|
||
|
metaInput.Albedo = Albedo;
|
||
|
metaInput.Emission = Emission;
|
||
|
|
||
|
return MetaFragment(metaInput);
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Universal2D"
|
||
|
Tags { "LightMode"="Universal2D" }
|
||
|
|
||
|
Blend One Zero, One Zero
|
||
|
ZWrite On
|
||
|
ZTest LEqual
|
||
|
Offset 0 , 0
|
||
|
ColorMask RGBA
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
#define _NORMALMAP 1
|
||
|
#define ASE_SRP_VERSION 80200
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS_2D
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_POSITION
|
||
|
|
||
|
|
||
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float2 _Tiling;
|
||
|
float2 _Offset;
|
||
|
float _WindDirection;
|
||
|
float _WorldFrequency;
|
||
|
float _BendAmount;
|
||
|
float _NormalIntensity;
|
||
|
float _Float4;
|
||
|
float _Float5;
|
||
|
float _Float6;
|
||
|
float _VertexAointensity;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
sampler2D _AlbedoMap;
|
||
|
|
||
|
|
||
|
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
|
||
|
{
|
||
|
original -= center;
|
||
|
float C = cos( angle );
|
||
|
float S = sin( angle );
|
||
|
float t = 1 - C;
|
||
|
float m00 = t * u.x * u.x + C;
|
||
|
float m01 = t * u.x * u.y - S * u.z;
|
||
|
float m02 = t * u.x * u.z + S * u.y;
|
||
|
float m10 = t * u.x * u.y + S * u.z;
|
||
|
float m11 = t * u.y * u.y + C;
|
||
|
float m12 = t * u.y * u.z - S * u.x;
|
||
|
float m20 = t * u.x * u.z - S * u.y;
|
||
|
float m21 = t * u.y * u.z + S * u.x;
|
||
|
float m22 = t * u.z * u.z + C;
|
||
|
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
|
||
|
return mul( finalMatrix, original ) + center;
|
||
|
}
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID( v );
|
||
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||
|
|
||
|
float3 _Vector0 = float3(0,0,0);
|
||
|
float4 temp_cast_0 = (_Vector0.y).xxxx;
|
||
|
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
float4 transform138 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
|
||
|
float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform138.x + transform138.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * _BendAmount ) , _Vector0.y , 0.0 , 0.0));
|
||
|
float4 lerpResult134 = lerp( temp_cast_0 , appendResult128 , v.vertex.xyz.y);
|
||
|
float3 rotatedValue130 = RotateAroundAxis( float3( 0,0,0 ), lerpResult134.xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
|
||
|
|
||
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord2.zw = 0;
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = rotatedValue130;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.clipPos = positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
||
|
{
|
||
|
TessellationFactors o;
|
||
|
float4 tf = 1;
|
||
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
tf = FixedTess( tessValue );
|
||
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
#endif
|
||
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
[partitioning("fractional_odd")]
|
||
|
[outputtopology("triangle_cw")]
|
||
|
[patchconstantfunc("TessellationFunction")]
|
||
|
[outputcontrolpoints(3)]
|
||
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
{
|
||
|
VertexInput o = (VertexInput) 0;
|
||
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
||
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
||
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID( IN );
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.worldPos;
|
||
|
#endif
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
float2 texCoord7 = IN.ase_texcoord2.xy * _Tiling + _Offset;
|
||
|
float2 TileUVs9 = texCoord7;
|
||
|
|
||
|
|
||
|
float3 Albedo = tex2D( _AlbedoMap, TileUVs9 ).rgb;
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
half4 color = half4( Albedo, Alpha );
|
||
|
|
||
|
#ifdef _ALPHATEST_ON
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
||
|
Fallback "Hidden/InternalErrorShader"
|
||
|
|
||
|
}
|
||
|
/*ASEBEGIN
|
||
|
Version=18935
|
||
|
0;219;1920;667;3238.262;-220.5262;2.447942;True;True
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;131;-2570.808,1265.309;Inherit;False;2446.957;632.8082;Comment;17;115;108;111;130;129;134;128;120;127;121;119;118;116;113;110;109;138;Trunk and Branch Bending;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.WorldPosInputsNode;108;-2530.332,1389.382;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
Node;AmplifyShaderEditor.WorldToObjectTransfNode;138;-2340.925,1494.699;Inherit;False;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;111;-2124.6,1580.709;Inherit;False;Property;_WorldFrequency;World Frequency;11;0;Create;True;0;0;0;False;0;False;1;0.08;0;1;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleAddOpNode;109;-2119.147,1464.823;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.TimeNode;115;-1882.576,1683.473;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;110;-1894.983,1459.309;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleAddOpNode;113;-1678.869,1553.276;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.CosOpNode;116;-1535.715,1558.85;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.PosVertexDataNode;118;-1542.736,1392.223;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;4;-2121.842,297.9239;Inherit;False;698.2522;375.7902;Comment;4;9;7;6;5;Tile UVs;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;121;-1411.559,1779.895;Inherit;False;Property;_BendAmount;Bend Amount;13;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.Vector2Node;6;-2091.473,518.6396;Float;False;Property;_Offset;Offset;8;0;Create;True;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;119;-1345.798,1522.074;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.Vector2Node;5;-2087.66,347.9239;Float;False;Property;_Tiling;Tiling;7;0;Create;True;0;0;0;False;0;False;1,1;3,3;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;120;-1121.01,1578.44;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.Vector3Node;127;-1146.51,1350.73;Inherit;False;Constant;_Vector0;Vector 0;14;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;7;-1896.723,451.6418;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
|
||
|
Node;AmplifyShaderEditor.DynamicAppendNode;128;-953.8022,1571.65;Inherit;True;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
||
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;9;-1640.051,488.1368;Inherit;False;TileUVs;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
||
|
Node;AmplifyShaderEditor.GetLocalVarNode;13;-1966.952,93.35655;Inherit;False;9;TileUVs;1;0;OBJECT;;False;1;FLOAT2;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;64;-1038.374,199.183;Inherit;False;212;185;Smoothness Output;1;42;;1,1,1,1;0;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;129;-793.0605,1346.906;Inherit;False;Property;_WindDirection;Wind Direction;12;0;Create;True;0;0;0;False;0;False;1;1.566;1.54;1.6;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.CommentaryNode;48;-1059.423,415.1855;Inherit;False;230;183;AO Output;1;59;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;139;-1050.979,641.3113;Inherit;False;219;183;Metallic Output;1;140;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.LerpOp;134;-693.9865,1444.236;Inherit;True;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.CommentaryNode;142;-970.3307,878.3635;Inherit;False;809.1835;350.3906;;4;105;103;101;102;Vertex Ao Switch;1,1,1,1;0;0
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Node;AmplifyShaderEditor.StaticSwitch;105;-415.2456,944.1715;Inherit;False;Property;_VertexAoOnOff;Vertex Ao (On/Off);9;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.BlendOpsNode;103;-610.9067,981.0635;Inherit;False;Multiply;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;140;-1000.979,691.3114;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;42;-990.3738,259.1832;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RotateAboutAxisNode;130;-439.8461,1345.782;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SamplerNode;19;-1398.297,-16.80828;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.VertexColorNode;102;-818.4333,938.6047;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.PowerNode;59;-1010.423,465.1854;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;141;-1370.648,609.5497;Float;False;Property;_Float4;Metallic;5;0;Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;12;-1683.693,90.80537;Inherit;False;Property;_NormalIntensity;Normal Intensity;2;0;Create;True;0;0;0;False;0;False;1;1;-3;3;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;32;-1383.288,197.0916;Inherit;True;Property;_MaskMap;Mask Map;3;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;101;-927.3311,1126.317;Inherit;False;Property;_VertexAointensity;Vertex Ao intensity;10;0;Create;True;0;0;0;False;0;False;0;0.765;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;53;-1371.808,514.1867;Float;False;Property;_Float6;Ambient Occlusion;4;0;Create;False;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.WireNode;65;-1670.64,47.2079;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;148;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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WireConnection;138;0;108;0
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||
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WireConnection;109;0;138;1
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WireConnection;109;1;138;3
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WireConnection;110;0;109;0
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WireConnection;110;1;111;0
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WireConnection;113;0;110;0
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WireConnection;113;1;115;2
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WireConnection;116;0;113;0
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WireConnection;119;0;118;2
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WireConnection;119;1;116;0
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WireConnection;120;0;119;0
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WireConnection;120;1;121;0
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WireConnection;7;0;5;0
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WireConnection;7;1;6;0
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WireConnection;128;0;120;0
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WireConnection;128;1;127;2
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WireConnection;9;0;7;0
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WireConnection;134;0;127;2
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WireConnection;134;1;128;0
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WireConnection;134;2;118;2
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WireConnection;105;1;59;0
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WireConnection;105;0;103;0
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WireConnection;103;0;102;1
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WireConnection;103;1;59;0
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WireConnection;103;2;101;0
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WireConnection;140;0;32;1
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WireConnection;140;1;141;0
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WireConnection;42;0;32;4
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WireConnection;42;1;39;0
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WireConnection;130;1;129;0
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WireConnection;130;3;134;0
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WireConnection;19;1;65;0
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WireConnection;19;5;12;0
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WireConnection;31;1;13;0
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WireConnection;59;0;32;2
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WireConnection;59;1;53;0
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WireConnection;32;1;13;0
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WireConnection;65;0;13;0
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WireConnection;144;0;31;0
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WireConnection;144;1;19;0
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WireConnection;144;3;140;0
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WireConnection;144;4;42;0
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WireConnection;144;5;105;0
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WireConnection;144;8;130;0
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ASEEND*/
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//CHKSM=E8354D53CFC7E16157E05A511C1C6ED077C4C559
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