// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "AV/URP/Hair" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [Enum(UnityEngine.Rendering.CullMode)]_CullMode("Cull Mode", Int) = 0 [Enum(Opaque,0,Alpha Test,1)]_BlendMode("Blend Mode", Int) = 1 _MaskClipValue("Mask Clip Value", Range( 0.15 , 0.85)) = 0.5 _OpacityMaskMultiplier("Opacity Mask Multiplier", Float) = 4 _Smoothness("Smoothness", Range( 0 , 1)) = 0.5 _Metallic("Metallic", Range( 0 , 1)) = 0 _AOIntensity("AO Intensity", Range( 0 , 1)) = 0 [HDR][Header(Main)]_Color("Color", Color) = (1,1,1,0) _MainTex("Albedo (RGB)", 2D) = "white" {} _AlbedoDesaturate("Albedo Desaturate", Range( 0 , 1)) = 0 _AlbedoRemapper("Albedo Remapper", Range( -2 , 2)) = 0 _AlbedoMax("Albedo Max", Range( 0 , 2)) = 1 _Emission("Emission", Range( 0 , 10)) = 0 [Normal][Header(Normal)]_BumpMap("Normal", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Range( 0 , 10)) = 1 [Enum(Normal,0,Normal Create,1)]_NormalMode("Normal Mode", Int) = 0 _NormalCreateOffset("Normal Create Offset", Range( 0 , 0.5)) = 0.35 [Header(SubSurface Scattering)]_ThicknessMap("Thickness Map", 2D) = "white" {} [HDR]_SSSColor("SSS Color", Color) = (1,1,1,1) _SSSDistortion("SSS Distortion", Range( 0 , 2.5)) = 1 _SSSPower("SSS Power", Range( 0 , 10)) = 1 _SSSIntensity("SSS Intensity", Range( 0 , 5)) = 0 [Header(Hair Anisotropic)]_HairBlend("Hair Blend", Range( 0 , 1)) = 0 _HairGloss("Hair Gloss", Range( 0 , 1)) = 0 _NoiseFrequency("Noise Frequency", Range( 0 , 100)) = 80 _NoiseSpread("Noise Spread", Range( 0 , 2)) = 0.5 [HDR]_HighlightColor("Highlight Color", Color) = (1,1,1,0) _HighlightPosition("Highlight Position", Range( -1 , 3)) = 0 _HighlightExponent("Highlight Exponent", Range( 0 , 10)) = 9 _HighlightIntensity("Highlight Intensity", Range( 0 , 3)) = 0.5 [HDR]_SecondaryHighlightColor("Secondary Highlight Color", Color) = (1,1,1,0) _SecondaryHighlightPosition("Secondary Highlight Position", Range( -1 , 3)) = 0 _SecondaryHighlightExponent("Secondary Highlight Exponent", Range( 0 , 10)) = 7 _SecondaryHighlightIntensity("Secondary Highlight Intensity", Range( 0 , 3)) = 1.5 [Header(Hair Variation)]_HairVariationBlend("Hair Variation Blend", Range( 0 , 1)) = 0 [HDR]_HairVariationColor("Hair Variation Color", Color) = (1,0,0,0) _HairVariationPosition("Hair Variation Position", Range( -0.5 , 0.5)) = 0 _HairVariationHardness("Hair Variation Hardness", Range( 0 , 1)) = 0.3 [HideInInspector] _texcoord( "", 2D ) = "white" {} //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" } Cull [_CullMode] HLSLINCLUDE #pragma target 2.0 float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend Off ZWrite On ZTest LEqual Offset 0,0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma vertex vert #pragma fragment frag #define SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_WORLD_BITANGENT struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _HighlightColor; float4 _BumpMap_ST; float4 _SSSColor; float4 _ThicknessMap_ST; float4 _HairVariationColor; float4 _SecondaryHighlightColor; float4 _MainTex_ST; float4 _Color; float _Smoothness; float _HairGloss; float _Metallic; float _Emission; float _SecondaryHighlightExponent; float _AOIntensity; float _OpacityMaskMultiplier; float _SSSIntensity; float _SSSPower; float _SSSDistortion; float _HairBlend; float _SecondaryHighlightIntensity; int _CullMode; float _HighlightExponent; float _HighlightIntensity; int _BlendMode; float _HighlightPosition; float _NoiseSpread; int _NormalMode; float _NormalCreateOffset; float _NormalIntensity; float _NoiseFrequency; float _HairVariationBlend; float _HairVariationPosition; float _HairVariationHardness; float _AlbedoMax; float _AlbedoRemapper; float _AlbedoDesaturate; float _SecondaryHighlightPosition; float _MaskClipValue; #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 _MainTex; sampler2D _BumpMap; sampler2D _ThicknessMap; inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac( uv ); f = f* f * (3.0 - 2.0 * f); uv = abs( frac(uv) - 0.5); float2 c0 = i + float2( 0.0, 0.0 ); float2 c1 = i + float2( 1.0, 0.0 ); float2 c2 = i + float2( 0.0, 1.0 ); float2 c3 = i + float2( 1.0, 1.0 ); float r0 = noise_randomValue( c0 ); float r1 = noise_randomValue( c1 ); float r2 = noise_randomValue( c2 ); float r3 = noise_randomValue( c3 ); float bottomOfGrid = noise_interpolate( r0, r1, f.x ); float topOfGrid = noise_interpolate( r2, r3, f.x ); float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y ); return t; } float SimpleNoise(float2 UV) { float t = 0.0; float freq = pow( 2.0, float( 0 ) ); float amp = pow( 0.5, float( 3 - 0 ) ); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(1)); amp = pow(0.5, float(3-1)); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(2)); amp = pow(0.5, float(3-2)); t += valueNoise( UV/freq )*amp; return t; } 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); o.ase_texcoord7.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord7.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(positionCS); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; 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_tangent = v.ase_tangent; o.texcoord1 = v.texcoord1; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * 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 , half ase_vface : VFACE ) : 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 float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; 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 #if SHADER_HINT_NICE_QUALITY WorldViewDirection = SafeNormalize( WorldViewDirection ); #endif float2 uv_MainTex = IN.ase_texcoord7.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); float temp_output_5_0_g130 = tex2DNode4.r; float temp_output_5_0_g131 = ( temp_output_5_0_g130 + ( tex2DNode4.g * ( 1.0 - temp_output_5_0_g130 ) ) ); float temp_output_1492_0 = ( temp_output_5_0_g131 + ( tex2DNode4.b * ( 1.0 - temp_output_5_0_g131 ) ) ); float3 temp_cast_0 = (temp_output_1492_0).xxx; float3 lerpResult1446 = lerp( (tex2DNode4).rgb , temp_cast_0 , _AlbedoDesaturate); float temp_output_7_0_g153 = _AlbedoRemapper; float3 temp_output_16_0_g151 = _Color.rgb; float temp_output_12_0_g151 = ( 1.0 - _HairVariationHardness ); float temp_output_14_0_g151 = ( frac( ( float4(IN.ase_texcoord7.xy,0,0).xy.y * 2.0 ) ) + _HairVariationPosition ); float smoothstepResult2_g151 = smoothstep( _HairVariationHardness , temp_output_12_0_g151 , temp_output_14_0_g151); float3 lerpResult6_g151 = lerp( (_HairVariationColor).rgb , temp_output_16_0_g151 , smoothstepResult2_g151); float3 lerpResult9_g151 = lerp( temp_output_16_0_g151 , lerpResult6_g151 , _HairVariationBlend); float3 temp_output_1302_0 = ( ( ( lerpResult1446 * ( ( _AlbedoRemapper + _AlbedoMax ) - temp_output_7_0_g153 ) ) + temp_output_7_0_g153 ) * lerpResult9_g151 ); float3 normalizedWorldNormal = normalize( WorldNormal ); float3 T77_g155 = cross( WorldTangent , normalizedWorldNormal ); float2 appendResult5_g155 = (float2(( float4(IN.ase_texcoord7.xy,0,0).xy.x * _NoiseFrequency ) , float4(IN.ase_texcoord7.xy,0,0).xy.y)); float simpleNoise6_g155 = SimpleNoise( appendResult5_g155*10.0 ); simpleNoise6_g155 = simpleNoise6_g155*2 - 1; float smoothstepResult7_g155 = smoothstep( -0.3 , 0.6 , simpleNoise6_g155); float hairnoise79_g155 = smoothstepResult7_g155; float3 appendResult7_g139 = (float3(1.0 , 1.0 , ase_vface)); float2 uv_BumpMap = float4(IN.ase_texcoord7.xy,0,0).xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 uv0_MainTex = float4(IN.ase_texcoord7.xy,0,0).xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 temp_output_2_0_g99 = uv0_MainTex; float2 break6_g99 = temp_output_2_0_g99; float temp_output_25_0_g99 = ( pow( _NormalCreateOffset , 3.0 ) * 0.1 ); float2 appendResult8_g99 = (float2(( break6_g99.x + temp_output_25_0_g99 ) , break6_g99.y)); float4 tex2DNode11_g99 = tex2D( _MainTex, appendResult8_g99 ); float4 tex2DNode14_g99 = tex2D( _MainTex, temp_output_2_0_g99 ); float temp_output_4_0_g99 = _NormalIntensity; float3 appendResult13_g99 = (float3(1.0 , 0.0 , ( ( max( max( tex2DNode11_g99.r , tex2DNode11_g99.g ) , tex2DNode11_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 ))); float2 appendResult9_g99 = (float2(break6_g99.x , ( break6_g99.y + temp_output_25_0_g99 ))); float4 tex2DNode12_g99 = tex2D( _MainTex, appendResult9_g99 ); float3 appendResult16_g99 = (float3(0.0 , 1.0 , ( ( max( max( tex2DNode12_g99.r , tex2DNode12_g99.g ) , tex2DNode12_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 ))); float3 normalizeResult22_g99 = normalize( cross( appendResult13_g99 , appendResult16_g99 ) ); float3 lerpResult1337 = lerp( UnpackNormalScale( tex2D( _BumpMap, uv_BumpMap ), _NormalIntensity ) , normalizeResult22_g99 , (float)_NormalMode); float2 _Vector0 = float2(-1,1); float3 temp_cast_3 = (_Vector0.x).xxx; float3 temp_cast_4 = (_Vector0.y).xxx; float3 clampResult1339 = clamp( lerpResult1337 , temp_cast_3 , temp_cast_4 ); float3 temp_output_5_0_g139 = clampResult1339; float3 normal1334 = ( appendResult7_g139 * temp_output_5_0_g139 ); float3 temp_output_83_0_g155 = normal1334; float3 normal107_g155 = temp_output_83_0_g155; float NoiseFX78_g155 = ( hairnoise79_g155 * temp_output_1492_0 * ( (normal107_g155).y + _NoiseSpread ) * _NoiseSpread ); float3 appendResult22_g155 = (float3(SafeNormalize(_MainLightPosition.xyz).x , ( NoiseFX78_g155 + SafeNormalize(_MainLightPosition.xyz).y + _HighlightPosition ) , SafeNormalize(_MainLightPosition.xyz).z)); float3 normalizeResult29_g155 = normalize( ( appendResult22_g155 + WorldViewDirection ) ); float3 HL130_g155 = normalizeResult29_g155; float dotResult36_g155 = dot( T77_g155 , HL130_g155 ); float sinTHL147_g155 = sqrt( ( 1.0 - ( dotResult36_g155 * dotResult36_g155 ) ) ); float3 temp_output_65_0_g155 = ( (_HighlightColor).rgb * pow( sinTHL147_g155 , exp2( _HighlightExponent ) ) * _HighlightIntensity ); float3 appendResult20_g155 = (float3(SafeNormalize(_MainLightPosition.xyz).x , ( NoiseFX78_g155 + SafeNormalize(_MainLightPosition.xyz).y + _SecondaryHighlightPosition ) , SafeNormalize(_MainLightPosition.xyz).z)); float3 normalizeResult28_g155 = normalize( ( appendResult20_g155 + WorldViewDirection ) ); float3 HL231_g155 = normalizeResult28_g155; float dotResult37_g155 = dot( T77_g155 , HL231_g155 ); float sinTHL246_g155 = sqrt( ( 1.0 - ( dotResult37_g155 * dotResult37_g155 ) ) ); float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 tanNormal73_g155 = temp_output_83_0_g155; float3 worldNormal73_g155 = normalize( float3(dot(tanToWorld0,tanNormal73_g155), dot(tanToWorld1,tanNormal73_g155), dot(tanToWorld2,tanNormal73_g155)) ); float dotResult76_g155 = dot( SafeNormalize(_MainLightPosition.xyz) , worldNormal73_g155 ); float smoothstepResult62_g155 = smoothstep( -1.0 , 0.0 , dotResult36_g155); float dirAtten64_g155 = smoothstepResult62_g155; float3 normalizeResult1505 = normalize( temp_output_1302_0 ); float3 tanNormal24_g154 = normal1334; float3 worldNormal24_g154 = normalize( float3(dot(tanToWorld0,tanNormal24_g154), dot(tanToWorld1,tanNormal24_g154), dot(tanToWorld2,tanNormal24_g154)) ); float dotResult20_g154 = dot( WorldViewDirection , -( SafeNormalize(_MainLightPosition.xyz) + ( worldNormal24_g154 * _SSSDistortion ) ) ); float temp_output_22_0_g154 = pow( saturate( dotResult20_g154 ) , _SSSPower ); float2 uv_ThicknessMap = float4(IN.ase_texcoord7.xy,0,0).xy * _ThicknessMap_ST.xy + _ThicknessMap_ST.zw; float3 temp_output_1111_0 = saturate( ( temp_output_1302_0 + saturate( ( ( temp_output_65_0_g155 + ( (_SecondaryHighlightColor).rgb * pow( sinTHL246_g155 , exp2( _SecondaryHighlightExponent ) ) * _SecondaryHighlightIntensity ) ) * ( dotResult76_g155 * dotResult76_g155 * dotResult76_g155 ) * dirAtten64_g155 * _HairBlend ) ) + ( normalizeResult1505 * ( temp_output_22_0_g154 * _SSSIntensity * (_SSSColor).rgb * (tex2D( _ThicknessMap, uv_ThicknessMap )).rgb ) ) ) ); float3 emission945 = ( temp_output_1111_0 * _Emission ); float temp_output_5_0_g156 = ( saturate( ( hairnoise79_g155 + _HairGloss ) ) * _HairGloss ); float opacitymask1462 = ( 1.0 - ( ( 1.0 - saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) ) ) * _BlendMode ) ); float3 Albedo = temp_output_1111_0; float3 Normal = normal1334; float3 Emission = emission945; float3 Specular = 0.5; float Metallic = _Metallic; float Smoothness = ( temp_output_5_0_g156 + ( _Smoothness * ( 1.0 - temp_output_5_0_g156 ) ) ); float Occlusion = ( 1.0 - _AOIntensity ); float Alpha = opacitymask1462; float AlphaClipThreshold = _MaskClipValue; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ))); #else #if !SHADER_HINT_NICE_QUALITY inputData.normalWS = WorldNormal; #else inputData.normalWS = normalize( WorldNormal ); #endif #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, 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, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #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 return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #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" 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) float4 _HighlightColor; float4 _BumpMap_ST; float4 _SSSColor; float4 _ThicknessMap_ST; float4 _HairVariationColor; float4 _SecondaryHighlightColor; float4 _MainTex_ST; float4 _Color; float _Smoothness; float _HairGloss; float _Metallic; float _Emission; float _SecondaryHighlightExponent; float _AOIntensity; float _OpacityMaskMultiplier; float _SSSIntensity; float _SSSPower; float _SSSDistortion; float _HairBlend; float _SecondaryHighlightIntensity; int _CullMode; float _HighlightExponent; float _HighlightIntensity; int _BlendMode; float _HighlightPosition; float _NoiseSpread; int _NormalMode; float _NormalCreateOffset; float _NormalIntensity; float _NoiseFrequency; float _HairVariationBlend; float _HairVariationPosition; float _HairVariationHardness; float _AlbedoMax; float _AlbedoRemapper; float _AlbedoDesaturate; float _SecondaryHighlightPosition; float _MaskClipValue; #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 _MainTex; 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 ); 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 = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_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 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); float opacitymask1462 = ( 1.0 - ( ( 1.0 - saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) ) ) * _BlendMode ) ); float Alpha = opacitymask1462; float AlphaClipThreshold = _MaskClipValue; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #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" 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) float4 _HighlightColor; float4 _BumpMap_ST; float4 _SSSColor; float4 _ThicknessMap_ST; float4 _HairVariationColor; float4 _SecondaryHighlightColor; float4 _MainTex_ST; float4 _Color; float _Smoothness; float _HairGloss; float _Metallic; float _Emission; float _SecondaryHighlightExponent; float _AOIntensity; float _OpacityMaskMultiplier; float _SSSIntensity; float _SSSPower; float _SSSDistortion; float _HairBlend; float _SecondaryHighlightIntensity; int _CullMode; float _HighlightExponent; float _HighlightIntensity; int _BlendMode; float _HighlightPosition; float _NoiseSpread; int _NormalMode; float _NormalCreateOffset; float _NormalIntensity; float _NoiseFrequency; float _HairVariationBlend; float _HairVariationPosition; float _HairVariationHardness; float _AlbedoMax; float _AlbedoRemapper; float _AlbedoDesaturate; float _SecondaryHighlightPosition; float _MaskClipValue; #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 _MainTex; 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); 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 = defaultVertexValue; #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 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); float opacitymask1462 = ( 1.0 - ( ( 1.0 - saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) ) ) * _BlendMode ) ); float Alpha = opacitymask1462; float AlphaClipThreshold = _MaskClipValue; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #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_NORMAL #define ASE_NEEDS_FRAG_WORLD_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; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _HighlightColor; float4 _BumpMap_ST; float4 _SSSColor; float4 _ThicknessMap_ST; float4 _HairVariationColor; float4 _SecondaryHighlightColor; float4 _MainTex_ST; float4 _Color; float _Smoothness; float _HairGloss; float _Metallic; float _Emission; float _SecondaryHighlightExponent; float _AOIntensity; float _OpacityMaskMultiplier; float _SSSIntensity; float _SSSPower; float _SSSDistortion; float _HairBlend; float _SecondaryHighlightIntensity; int _CullMode; float _HighlightExponent; float _HighlightIntensity; int _BlendMode; float _HighlightPosition; float _NoiseSpread; int _NormalMode; float _NormalCreateOffset; float _NormalIntensity; float _NoiseFrequency; float _HairVariationBlend; float _HairVariationPosition; float _HairVariationHardness; float _AlbedoMax; float _AlbedoRemapper; float _AlbedoDesaturate; float _SecondaryHighlightPosition; float _MaskClipValue; #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 _MainTex; sampler2D _BumpMap; sampler2D _ThicknessMap; inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac( uv ); f = f* f * (3.0 - 2.0 * f); uv = abs( frac(uv) - 0.5); float2 c0 = i + float2( 0.0, 0.0 ); float2 c1 = i + float2( 1.0, 0.0 ); float2 c2 = i + float2( 0.0, 1.0 ); float2 c3 = i + float2( 1.0, 1.0 ); float r0 = noise_randomValue( c0 ); float r1 = noise_randomValue( c1 ); float r2 = noise_randomValue( c2 ); float r3 = noise_randomValue( c3 ); float bottomOfGrid = noise_interpolate( r0, r1, f.x ); float topOfGrid = noise_interpolate( r2, r3, f.x ); float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y ); return t; } float SimpleNoise(float2 UV) { float t = 0.0; float freq = pow( 2.0, float( 0 ) ); float amp = pow( 0.5, float( 3 - 0 ) ); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(1)); amp = pow(0.5, float(3-1)); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(2)); amp = pow(0.5, float(3-2)); t += valueNoise( UV/freq )*amp; return t; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord3.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord4.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #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; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.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 , half ase_vface : VFACE ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); float temp_output_5_0_g130 = tex2DNode4.r; float temp_output_5_0_g131 = ( temp_output_5_0_g130 + ( tex2DNode4.g * ( 1.0 - temp_output_5_0_g130 ) ) ); float temp_output_1492_0 = ( temp_output_5_0_g131 + ( tex2DNode4.b * ( 1.0 - temp_output_5_0_g131 ) ) ); float3 temp_cast_0 = (temp_output_1492_0).xxx; float3 lerpResult1446 = lerp( (tex2DNode4).rgb , temp_cast_0 , _AlbedoDesaturate); float temp_output_7_0_g153 = _AlbedoRemapper; float3 temp_output_16_0_g151 = _Color.rgb; float temp_output_12_0_g151 = ( 1.0 - _HairVariationHardness ); float temp_output_14_0_g151 = ( frac( ( float4(IN.ase_texcoord2.xy,0,0).xy.y * 2.0 ) ) + _HairVariationPosition ); float smoothstepResult2_g151 = smoothstep( _HairVariationHardness , temp_output_12_0_g151 , temp_output_14_0_g151); float3 lerpResult6_g151 = lerp( (_HairVariationColor).rgb , temp_output_16_0_g151 , smoothstepResult2_g151); float3 lerpResult9_g151 = lerp( temp_output_16_0_g151 , lerpResult6_g151 , _HairVariationBlend); float3 temp_output_1302_0 = ( ( ( lerpResult1446 * ( ( _AlbedoRemapper + _AlbedoMax ) - temp_output_7_0_g153 ) ) + temp_output_7_0_g153 ) * lerpResult9_g151 ); float3 ase_worldTangent = IN.ase_texcoord3.xyz; float3 ase_worldNormal = IN.ase_texcoord4.xyz; float3 normalizedWorldNormal = normalize( ase_worldNormal ); float3 T77_g155 = cross( ase_worldTangent , normalizedWorldNormal ); float2 appendResult5_g155 = (float2(( float4(IN.ase_texcoord2.xy,0,0).xy.x * _NoiseFrequency ) , float4(IN.ase_texcoord2.xy,0,0).xy.y)); float simpleNoise6_g155 = SimpleNoise( appendResult5_g155*10.0 ); simpleNoise6_g155 = simpleNoise6_g155*2 - 1; float smoothstepResult7_g155 = smoothstep( -0.3 , 0.6 , simpleNoise6_g155); float hairnoise79_g155 = smoothstepResult7_g155; float3 appendResult7_g139 = (float3(1.0 , 1.0 , ase_vface)); float2 uv_BumpMap = float4(IN.ase_texcoord2.xy,0,0).xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 uv0_MainTex = float4(IN.ase_texcoord2.xy,0,0).xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 temp_output_2_0_g99 = uv0_MainTex; float2 break6_g99 = temp_output_2_0_g99; float temp_output_25_0_g99 = ( pow( _NormalCreateOffset , 3.0 ) * 0.1 ); float2 appendResult8_g99 = (float2(( break6_g99.x + temp_output_25_0_g99 ) , break6_g99.y)); float4 tex2DNode11_g99 = tex2D( _MainTex, appendResult8_g99 ); float4 tex2DNode14_g99 = tex2D( _MainTex, temp_output_2_0_g99 ); float temp_output_4_0_g99 = _NormalIntensity; float3 appendResult13_g99 = (float3(1.0 , 0.0 , ( ( max( max( tex2DNode11_g99.r , tex2DNode11_g99.g ) , tex2DNode11_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 ))); float2 appendResult9_g99 = (float2(break6_g99.x , ( break6_g99.y + temp_output_25_0_g99 ))); float4 tex2DNode12_g99 = tex2D( _MainTex, appendResult9_g99 ); float3 appendResult16_g99 = (float3(0.0 , 1.0 , ( ( max( max( tex2DNode12_g99.r , tex2DNode12_g99.g ) , tex2DNode12_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 ))); float3 normalizeResult22_g99 = normalize( cross( appendResult13_g99 , appendResult16_g99 ) ); float3 lerpResult1337 = lerp( UnpackNormalScale( tex2D( _BumpMap, uv_BumpMap ), _NormalIntensity ) , normalizeResult22_g99 , (float)_NormalMode); float2 _Vector0 = float2(-1,1); float3 temp_cast_3 = (_Vector0.x).xxx; float3 temp_cast_4 = (_Vector0.y).xxx; float3 clampResult1339 = clamp( lerpResult1337 , temp_cast_3 , temp_cast_4 ); float3 temp_output_5_0_g139 = clampResult1339; float3 normal1334 = ( appendResult7_g139 * temp_output_5_0_g139 ); float3 temp_output_83_0_g155 = normal1334; float3 normal107_g155 = temp_output_83_0_g155; float NoiseFX78_g155 = ( hairnoise79_g155 * temp_output_1492_0 * ( (normal107_g155).y + _NoiseSpread ) * _NoiseSpread ); float3 appendResult22_g155 = (float3(SafeNormalize(_MainLightPosition.xyz).x , ( NoiseFX78_g155 + SafeNormalize(_MainLightPosition.xyz).y + _HighlightPosition ) , SafeNormalize(_MainLightPosition.xyz).z)); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 normalizeResult29_g155 = normalize( ( appendResult22_g155 + ase_worldViewDir ) ); float3 HL130_g155 = normalizeResult29_g155; float dotResult36_g155 = dot( T77_g155 , HL130_g155 ); float sinTHL147_g155 = sqrt( ( 1.0 - ( dotResult36_g155 * dotResult36_g155 ) ) ); float3 temp_output_65_0_g155 = ( (_HighlightColor).rgb * pow( sinTHL147_g155 , exp2( _HighlightExponent ) ) * _HighlightIntensity ); float3 appendResult20_g155 = (float3(SafeNormalize(_MainLightPosition.xyz).x , ( NoiseFX78_g155 + SafeNormalize(_MainLightPosition.xyz).y + _SecondaryHighlightPosition ) , SafeNormalize(_MainLightPosition.xyz).z)); float3 normalizeResult28_g155 = normalize( ( appendResult20_g155 + ase_worldViewDir ) ); float3 HL231_g155 = normalizeResult28_g155; float dotResult37_g155 = dot( T77_g155 , HL231_g155 ); float sinTHL246_g155 = sqrt( ( 1.0 - ( dotResult37_g155 * dotResult37_g155 ) ) ); float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 tanNormal73_g155 = temp_output_83_0_g155; float3 worldNormal73_g155 = normalize( float3(dot(tanToWorld0,tanNormal73_g155), dot(tanToWorld1,tanNormal73_g155), dot(tanToWorld2,tanNormal73_g155)) ); float dotResult76_g155 = dot( SafeNormalize(_MainLightPosition.xyz) , worldNormal73_g155 ); float smoothstepResult62_g155 = smoothstep( -1.0 , 0.0 , dotResult36_g155); float dirAtten64_g155 = smoothstepResult62_g155; float3 normalizeResult1505 = normalize( temp_output_1302_0 ); float3 tanNormal24_g154 = normal1334; float3 worldNormal24_g154 = normalize( float3(dot(tanToWorld0,tanNormal24_g154), dot(tanToWorld1,tanNormal24_g154), dot(tanToWorld2,tanNormal24_g154)) ); float dotResult20_g154 = dot( ase_worldViewDir , -( SafeNormalize(_MainLightPosition.xyz) + ( worldNormal24_g154 * _SSSDistortion ) ) ); float temp_output_22_0_g154 = pow( saturate( dotResult20_g154 ) , _SSSPower ); float2 uv_ThicknessMap = float4(IN.ase_texcoord2.xy,0,0).xy * _ThicknessMap_ST.xy + _ThicknessMap_ST.zw; float3 temp_output_1111_0 = saturate( ( temp_output_1302_0 + saturate( ( ( temp_output_65_0_g155 + ( (_SecondaryHighlightColor).rgb * pow( sinTHL246_g155 , exp2( _SecondaryHighlightExponent ) ) * _SecondaryHighlightIntensity ) ) * ( dotResult76_g155 * dotResult76_g155 * dotResult76_g155 ) * dirAtten64_g155 * _HairBlend ) ) + ( normalizeResult1505 * ( temp_output_22_0_g154 * _SSSIntensity * (_SSSColor).rgb * (tex2D( _ThicknessMap, uv_ThicknessMap )).rgb ) ) ) ); float3 emission945 = ( temp_output_1111_0 * _Emission ); float opacitymask1462 = ( 1.0 - ( ( 1.0 - saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) ) ) * _BlendMode ) ); float3 Albedo = temp_output_1111_0; float3 Emission = emission945; float Alpha = opacitymask1462; float AlphaClipThreshold = _MaskClipValue; #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 Off ZWrite On ZTest LEqual Offset 0,0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma enable_d3d11_debug_symbols #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #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_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _HighlightColor; float4 _BumpMap_ST; float4 _SSSColor; float4 _ThicknessMap_ST; float4 _HairVariationColor; float4 _SecondaryHighlightColor; float4 _MainTex_ST; float4 _Color; float _Smoothness; float _HairGloss; float _Metallic; float _Emission; float _SecondaryHighlightExponent; float _AOIntensity; float _OpacityMaskMultiplier; float _SSSIntensity; float _SSSPower; float _SSSDistortion; float _HairBlend; float _SecondaryHighlightIntensity; int _CullMode; float _HighlightExponent; float _HighlightIntensity; int _BlendMode; float _HighlightPosition; float _NoiseSpread; int _NormalMode; float _NormalCreateOffset; float _NormalIntensity; float _NoiseFrequency; float _HairVariationBlend; float _HairVariationPosition; float _HairVariationHardness; float _AlbedoMax; float _AlbedoRemapper; float _AlbedoDesaturate; float _SecondaryHighlightPosition; float _MaskClipValue; #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 _MainTex; sampler2D _BumpMap; sampler2D _ThicknessMap; inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float valueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac( uv ); f = f* f * (3.0 - 2.0 * f); uv = abs( frac(uv) - 0.5); float2 c0 = i + float2( 0.0, 0.0 ); float2 c1 = i + float2( 1.0, 0.0 ); float2 c2 = i + float2( 0.0, 1.0 ); float2 c3 = i + float2( 1.0, 1.0 ); float r0 = noise_randomValue( c0 ); float r1 = noise_randomValue( c1 ); float r2 = noise_randomValue( c2 ); float r3 = noise_randomValue( c3 ); float bottomOfGrid = noise_interpolate( r0, r1, f.x ); float topOfGrid = noise_interpolate( r2, r3, f.x ); float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y ); return t; } float SimpleNoise(float2 UV) { float t = 0.0; float freq = pow( 2.0, float( 0 ) ); float amp = pow( 0.5, float( 3 - 0 ) ); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(1)); amp = pow(0.5, float(3-1)); t += valueNoise( UV/freq )*amp; freq = pow(2.0, float(2)); amp = pow(0.5, float(3-2)); t += valueNoise( UV/freq )*amp; return t; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord3.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord4.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #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; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.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 , half ase_vface : VFACE ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); float temp_output_5_0_g130 = tex2DNode4.r; float temp_output_5_0_g131 = ( temp_output_5_0_g130 + ( tex2DNode4.g * ( 1.0 - temp_output_5_0_g130 ) ) ); float temp_output_1492_0 = ( temp_output_5_0_g131 + ( tex2DNode4.b * ( 1.0 - temp_output_5_0_g131 ) ) ); float3 temp_cast_0 = (temp_output_1492_0).xxx; float3 lerpResult1446 = lerp( (tex2DNode4).rgb , temp_cast_0 , _AlbedoDesaturate); float temp_output_7_0_g153 = _AlbedoRemapper; float3 temp_output_16_0_g151 = _Color.rgb; float temp_output_12_0_g151 = ( 1.0 - _HairVariationHardness ); float temp_output_14_0_g151 = ( frac( ( float4(IN.ase_texcoord2.xy,0,0).xy.y * 2.0 ) ) + _HairVariationPosition ); float smoothstepResult2_g151 = smoothstep( _HairVariationHardness , temp_output_12_0_g151 , temp_output_14_0_g151); float3 lerpResult6_g151 = lerp( (_HairVariationColor).rgb , temp_output_16_0_g151 , smoothstepResult2_g151); float3 lerpResult9_g151 = lerp( temp_output_16_0_g151 , lerpResult6_g151 , _HairVariationBlend); float3 temp_output_1302_0 = ( ( ( lerpResult1446 * ( ( _AlbedoRemapper + _AlbedoMax ) - temp_output_7_0_g153 ) ) + temp_output_7_0_g153 ) * lerpResult9_g151 ); float3 ase_worldTangent = IN.ase_texcoord3.xyz; float3 ase_worldNormal = IN.ase_texcoord4.xyz; float3 normalizedWorldNormal = normalize( ase_worldNormal ); float3 T77_g155 = cross( ase_worldTangent , normalizedWorldNormal ); float2 appendResult5_g155 = (float2(( float4(IN.ase_texcoord2.xy,0,0).xy.x * _NoiseFrequency ) , float4(IN.ase_texcoord2.xy,0,0).xy.y)); float simpleNoise6_g155 = SimpleNoise( appendResult5_g155*10.0 ); simpleNoise6_g155 = simpleNoise6_g155*2 - 1; float smoothstepResult7_g155 = smoothstep( -0.3 , 0.6 , simpleNoise6_g155); float hairnoise79_g155 = smoothstepResult7_g155; float3 appendResult7_g139 = (float3(1.0 , 1.0 , ase_vface)); float2 uv_BumpMap = float4(IN.ase_texcoord2.xy,0,0).xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 uv0_MainTex = float4(IN.ase_texcoord2.xy,0,0).xy * _MainTex_ST.xy + _MainTex_ST.zw; float2 temp_output_2_0_g99 = uv0_MainTex; float2 break6_g99 = temp_output_2_0_g99; float temp_output_25_0_g99 = ( pow( _NormalCreateOffset , 3.0 ) * 0.1 ); float2 appendResult8_g99 = (float2(( break6_g99.x + temp_output_25_0_g99 ) , break6_g99.y)); float4 tex2DNode11_g99 = tex2D( _MainTex, appendResult8_g99 ); float4 tex2DNode14_g99 = tex2D( _MainTex, temp_output_2_0_g99 ); float temp_output_4_0_g99 = _NormalIntensity; float3 appendResult13_g99 = (float3(1.0 , 0.0 , ( ( max( max( tex2DNode11_g99.r , tex2DNode11_g99.g ) , tex2DNode11_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 ))); float2 appendResult9_g99 = (float2(break6_g99.x , ( break6_g99.y + temp_output_25_0_g99 ))); float4 tex2DNode12_g99 = tex2D( _MainTex, appendResult9_g99 ); float3 appendResult16_g99 = (float3(0.0 , 1.0 , ( ( max( max( tex2DNode12_g99.r , tex2DNode12_g99.g ) , tex2DNode12_g99.b ) - max( max( tex2DNode14_g99.r , tex2DNode14_g99.g ) , tex2DNode14_g99.b ) ) * temp_output_4_0_g99 ))); float3 normalizeResult22_g99 = normalize( cross( appendResult13_g99 , appendResult16_g99 ) ); float3 lerpResult1337 = lerp( UnpackNormalScale( tex2D( _BumpMap, uv_BumpMap ), _NormalIntensity ) , normalizeResult22_g99 , (float)_NormalMode); float2 _Vector0 = float2(-1,1); float3 temp_cast_3 = (_Vector0.x).xxx; float3 temp_cast_4 = (_Vector0.y).xxx; float3 clampResult1339 = clamp( lerpResult1337 , temp_cast_3 , temp_cast_4 ); float3 temp_output_5_0_g139 = clampResult1339; float3 normal1334 = ( appendResult7_g139 * temp_output_5_0_g139 ); float3 temp_output_83_0_g155 = normal1334; float3 normal107_g155 = temp_output_83_0_g155; float NoiseFX78_g155 = ( hairnoise79_g155 * temp_output_1492_0 * ( (normal107_g155).y + _NoiseSpread ) * _NoiseSpread ); float3 appendResult22_g155 = (float3(SafeNormalize(_MainLightPosition.xyz).x , ( NoiseFX78_g155 + SafeNormalize(_MainLightPosition.xyz).y + _HighlightPosition ) , SafeNormalize(_MainLightPosition.xyz).z)); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 normalizeResult29_g155 = normalize( ( appendResult22_g155 + ase_worldViewDir ) ); float3 HL130_g155 = normalizeResult29_g155; float dotResult36_g155 = dot( T77_g155 , HL130_g155 ); float sinTHL147_g155 = sqrt( ( 1.0 - ( dotResult36_g155 * dotResult36_g155 ) ) ); float3 temp_output_65_0_g155 = ( (_HighlightColor).rgb * pow( sinTHL147_g155 , exp2( _HighlightExponent ) ) * _HighlightIntensity ); float3 appendResult20_g155 = (float3(SafeNormalize(_MainLightPosition.xyz).x , ( NoiseFX78_g155 + SafeNormalize(_MainLightPosition.xyz).y + _SecondaryHighlightPosition ) , SafeNormalize(_MainLightPosition.xyz).z)); float3 normalizeResult28_g155 = normalize( ( appendResult20_g155 + ase_worldViewDir ) ); float3 HL231_g155 = normalizeResult28_g155; float dotResult37_g155 = dot( T77_g155 , HL231_g155 ); float sinTHL246_g155 = sqrt( ( 1.0 - ( dotResult37_g155 * dotResult37_g155 ) ) ); float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 tanNormal73_g155 = temp_output_83_0_g155; float3 worldNormal73_g155 = normalize( float3(dot(tanToWorld0,tanNormal73_g155), dot(tanToWorld1,tanNormal73_g155), dot(tanToWorld2,tanNormal73_g155)) ); float dotResult76_g155 = dot( SafeNormalize(_MainLightPosition.xyz) , worldNormal73_g155 ); float smoothstepResult62_g155 = smoothstep( -1.0 , 0.0 , dotResult36_g155); float dirAtten64_g155 = smoothstepResult62_g155; float3 normalizeResult1505 = normalize( temp_output_1302_0 ); float3 tanNormal24_g154 = normal1334; float3 worldNormal24_g154 = normalize( float3(dot(tanToWorld0,tanNormal24_g154), dot(tanToWorld1,tanNormal24_g154), dot(tanToWorld2,tanNormal24_g154)) ); float dotResult20_g154 = dot( ase_worldViewDir , -( SafeNormalize(_MainLightPosition.xyz) + ( worldNormal24_g154 * _SSSDistortion ) ) ); float temp_output_22_0_g154 = pow( saturate( dotResult20_g154 ) , _SSSPower ); float2 uv_ThicknessMap = float4(IN.ase_texcoord2.xy,0,0).xy * _ThicknessMap_ST.xy + _ThicknessMap_ST.zw; float3 temp_output_1111_0 = saturate( ( temp_output_1302_0 + saturate( ( ( temp_output_65_0_g155 + ( (_SecondaryHighlightColor).rgb * pow( sinTHL246_g155 , exp2( _SecondaryHighlightExponent ) ) * _SecondaryHighlightIntensity ) ) * ( dotResult76_g155 * dotResult76_g155 * dotResult76_g155 ) * dirAtten64_g155 * _HairBlend ) ) + ( normalizeResult1505 * ( temp_output_22_0_g154 * _SSSIntensity * (_SSSColor).rgb * (tex2D( _ThicknessMap, uv_ThicknessMap )).rgb ) ) ) ); float opacitymask1462 = ( 1.0 - ( ( 1.0 - saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) ) ) * _BlendMode ) ); float3 Albedo = temp_output_1111_0; float Alpha = opacitymask1462; float AlphaClipThreshold = _MaskClipValue; half4 color = half4( Albedo, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } } /*ase_lod*/ CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=18200 306.5;540;1057;364;-1487.703;560.8678;3.388723;True;False Node;AmplifyShaderEditor.CommentaryNode;1433;984.4292,184.7701;Inherit;False;1526.717;495.5953;;10;1334;1339;1337;1497;1475;857;1338;1329;859;1507;Normal;0,0,1,1;0;0 Node;AmplifyShaderEditor.RangedFloatNode;859;1034.429,498.2578;Inherit;False;Property;_NormalIntensity;Normal Intensity;14;0;Create;True;0;0;False;0;False;1;1;0;10;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;1329;1034.665,420.2349;Inherit;False;Property;_NormalCreateOffset;Normal Create Offset;16;0;Create;True;0;0;False;0;False;0.35;0.35;0;0.5;0;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;1336;987.3409,-381.4098;Inherit;True;Property;_MainTex;Albedo 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