959e80cf72
assets upload description.
1030 lines
56 KiB
GLSL
1030 lines
56 KiB
GLSL
// 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/Torch Flame (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]_BaseFlame("Base Flame", 2D) = "white" {}
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_Brightnessmultiply("Brightness multiply", Range( 0 , 10)) = 0
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[NoScaleOffset]_NoiseTexture("Noise Texture", 2D) = "white" {}
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_Color0("Color 0", Color) = (1,0.4313726,0,1)
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_Color1("Color 1", Color) = (1,0.1058824,0,1)
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_Color2("Color 2", Color) = (0,1,0.145098,1)
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_Color3("Color 3", Color) = (0.7450981,0,0.4313726,1)
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_Flamespeed("Flame speed", Float) = 0
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_NoiseScale("Noise Scale", Float) = 1
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[NoScaleOffset]_AlphaMask("Alpha Mask", 2D) = "white" {}
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[NoScaleOffset]_FastFlame("Fast Flame", 2D) = "white" {}
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[NoScaleOffset]_BlazeParticles("Blaze Particles", 2D) = "white" {}
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[ASEEnd]_DepthFadeAmount("Depth Fade Amount", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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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"="Transparent" "Queue"="Transparent" }
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Cull Back
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 2.0
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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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 One, One OneMinusSrcAlpha
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ZWrite Off
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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 _RECEIVE_SHADOWS_OFF 1
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#define ASE_SRP_VERSION 80200
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#define REQUIRE_DEPTH_TEXTURE 1
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#pragma vertex vert
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#pragma fragment frag
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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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#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
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#define ASE_NEEDS_VERT_POSITION
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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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 ase_texcoord : TEXCOORD0;
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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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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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#ifdef ASE_FOG
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float fogFactor : TEXCOORD2;
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#endif
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_texcoord4 : TEXCOORD4;
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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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float4 _Color0;
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float4 _Color1;
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float4 _Color2;
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float4 _Color3;
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float _DepthFadeAmount;
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float _Brightnessmultiply;
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float _Flamespeed;
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float _NoiseScale;
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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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uniform float4 _CameraDepthTexture_TexelSize;
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sampler2D _BlazeParticles;
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sampler2D _FastFlame;
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sampler2D _BaseFlame;
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sampler2D _NoiseTexture;
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sampler2D _AlphaMask;
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float4 SampleGradient( Gradient gradient, float time )
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{
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float3 color = gradient.colors[0].rgb;
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UNITY_UNROLL
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for (int c = 1; c < 8; c++)
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{
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float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
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color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
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}
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#ifndef UNITY_COLORSPACE_GAMMA
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color = SRGBToLinear(color);
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#endif
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float alpha = gradient.alphas[0].x;
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UNITY_UNROLL
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for (int a = 1; a < 8; a++)
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{
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float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
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alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
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}
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return float4(color, alpha);
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}
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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float2 voronoihash140( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi140( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash140( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return F1;
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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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//Calculate new billboard vertex position and normal;
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float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
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float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
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float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
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float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
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v.ase_normal = normalize( mul( float4( v.ase_normal , 0 ), rotationCamMatrix )).xyz;
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v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
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v.vertex.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
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v.vertex.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
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v.vertex.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
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v.vertex = mul( v.vertex, rotationCamMatrix );
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v.vertex.xyz += GetObjectToWorldMatrix()._m03_m13_m23;
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//Need to nullify rotation inserted by generated surface shader;
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v.vertex = mul( GetWorldToObjectMatrix(), v.vertex );
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float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
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float4 screenPos = ComputeScreenPos(ase_clipPos);
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o.ase_texcoord3 = screenPos;
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o.ase_texcoord4.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord4.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 = 0;
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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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float4 positionCS = TransformWorldToHClip( positionWS );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.worldPos = positionWS;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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#ifdef ASE_FOG
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o.fogFactor = ComputeFogFactor( positionCS.z );
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#endif
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o.clipPos = positionCS;
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return o;
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}
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#if defined(TESSELLATION_ON)
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struct VertexControl
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{
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float4 vertex : INTERNALTESSPOS;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( VertexInput v )
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{
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VertexControl o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = v.vertex;
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o.ase_normal = v.ase_normal;
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o.ase_tangent = v.ase_tangent;
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o.ase_texcoord = v.ase_texcoord;
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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.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
|
|
float4 screenPos = IN.ase_texcoord3;
|
|
float4 ase_screenPosNorm = screenPos / screenPos.w;
|
|
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
|
|
float screenDepth155 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth155 = saturate( abs( ( screenDepth155 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeAmount ) ) );
|
|
Gradient gradient131 = NewGradient( 0, 5, 3, float4( 0, 0, 0, 0 ), float4( 1, 0.5159165, 0.3254902, 0.2 ), float4( 1, 0.9251295, 0.5417691, 0.6529488 ), float4( 1, 0.9982066, 0.5803922, 0.9029374 ), float4( 1, 1, 1, 1 ), 0, 0, 0, float2( 1, 0 ), float2( 1, 0.282353 ), float2( 1, 1 ), 0, 0, 0, 0, 0 );
|
|
float2 appendResult47 = (float2(WorldPosition.x , WorldPosition.y));
|
|
float2 temp_output_54_0 = ( appendResult47 * 0.1 );
|
|
float2 texCoord124 = IN.ase_texcoord4.xy * float2( 0.6,0.6 ) + float2( 0,0 );
|
|
float2 panner127 = ( 0.3 * _Time.y * float2( 0.5,-2 ) + ( temp_output_54_0 + texCoord124 ));
|
|
float4 tex2DNode128 = tex2D( _BlazeParticles, panner127 );
|
|
float2 texCoord125 = IN.ase_texcoord4.xy * float2( 0.5,0.5 ) + float2( 0.35,0.4 );
|
|
float2 panner126 = ( 0.8 * _Time.y * float2( 0,-1 ) + ( temp_output_54_0 + texCoord125 ));
|
|
float4 tex2DNode129 = tex2D( _BlazeParticles, panner126 );
|
|
Gradient gradient109 = NewGradient( 0, 4, 3, float4( 0.1415094, 0.02096804, 0, 0 ), float4( 1, 0.5159165, 0.3254902, 0.3353018 ), float4( 1, 0.9982066, 0.5803922, 0.5882353 ), float4( 1, 1, 1, 1 ), 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 0.282353 ), float2( 1, 1 ), 0, 0, 0, 0, 0 );
|
|
float2 texCoord112 = IN.ase_texcoord4.xy * float2( 0.6,0.6 ) + float2( 0,0 );
|
|
float2 panner110 = ( 0.3 * _Time.y * float2( 0.5,-2 ) + ( temp_output_54_0 + texCoord112 ));
|
|
float4 tex2DNode105 = tex2D( _FastFlame, panner110 );
|
|
float2 texCoord116 = IN.ase_texcoord4.xy * float2( 0.5,0.5 ) + float2( 0.35,0.4 );
|
|
float2 panner114 = ( 0.8 * _Time.y * float2( 0,-1 ) + ( temp_output_54_0 + texCoord116 ));
|
|
float4 tex2DNode106 = tex2D( _FastFlame, panner114 );
|
|
Gradient gradient1 = NewGradient( 0, 4, 3, float4( 0.1415094, 0.02096804, 0, 0 ), float4( 1, 0.5159165, 0.3254902, 0.3353018 ), float4( 1, 0.9982066, 0.5803922, 0.5882353 ), float4( 1, 1, 1, 1 ), 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 0.282353 ), float2( 1, 1 ), 0, 0, 0, 0, 0 );
|
|
float2 appendResult5 = (float2(0.0 , -1.5));
|
|
float2 texCoord7 = IN.ase_texcoord4.xy * float2( 3,2 ) + float2( 0,0 );
|
|
float2 panner13 = ( 1.0 * _Time.y * appendResult5 + ( temp_output_54_0 + ( 1.22 * texCoord7 ) ));
|
|
float simplePerlin2D20 = snoise( panner13 );
|
|
simplePerlin2D20 = simplePerlin2D20*0.5 + 0.5;
|
|
float2 appendResult12 = (float2(0.0 , -1.0));
|
|
float2 panner14 = ( 1.0 * _Time.y * appendResult12 + ( temp_output_54_0 + ( texCoord7 * 0.5 ) ));
|
|
float simplePerlin2D21 = snoise( panner14 );
|
|
simplePerlin2D21 = simplePerlin2D21*0.5 + 0.5;
|
|
float2 texCoord61 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 appendResult56 = (float2(-_Flamespeed , -_Flamespeed));
|
|
float2 texCoord49 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 panner57 = ( 1.0 * _Time.y * appendResult56 + ( temp_output_54_0 + ( texCoord49 * _NoiseScale ) ));
|
|
float4 tex2DNode73 = tex2D( _BaseFlame, ( texCoord61 + ( texCoord61.y * ( (tex2D( _NoiseTexture, panner57 )).g - 0.2 ) * texCoord61.y ) ) );
|
|
float4 blendOpSrc92 = saturate( ( SampleGradient( gradient109, ( tex2DNode105 + tex2DNode106 ).r ) + SampleGradient( gradient1, ( simplePerlin2D20 * simplePerlin2D21 ) ) ) );
|
|
float4 blendOpDest92 = ( _Brightnessmultiply * ( ( _Color0 * tex2DNode73.r ) + ( _Color1 * tex2DNode73.g ) + ( tex2DNode73.b * _Color2 ) + ( tex2DNode73.a * _Color3 ) ) );
|
|
float2 uv_AlphaMask90 = IN.ase_texcoord4.xy;
|
|
float4 tex2DNode90 = tex2D( _AlphaMask, uv_AlphaMask90 );
|
|
float4 lerpBlendMode92 = lerp(blendOpDest92,(( blendOpDest92 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest92 ) * ( 1.0 - blendOpSrc92 ) ) : ( 2.0 * blendOpDest92 * blendOpSrc92 ) ),( 1.0 - tex2DNode90 ).r);
|
|
float4 blendOpSrc139 = SampleGradient( gradient131, ( tex2DNode128 + tex2DNode129 ).r );
|
|
float4 blendOpDest139 = ( saturate( lerpBlendMode92 ));
|
|
float time140 = 0.0;
|
|
float2 voronoiSmoothId140 = 0;
|
|
float2 coords140 = IN.ase_texcoord4.xy * 1.0;
|
|
float2 id140 = 0;
|
|
float2 uv140 = 0;
|
|
float voroi140 = voronoi140( coords140, time140, id140, uv140, 0, voronoiSmoothId140 );
|
|
float4 lerpBlendMode139 = lerp(blendOpDest139,( blendOpSrc139 + blendOpDest139 ),( tex2DNode90 + ( 6.2 * ( -0.88 + ( 1.0 - voroi140 ) ) ) ).r);
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = ( distanceDepth155 * ( saturate( lerpBlendMode139 )) ).rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
Color = MixFog( Color, IN.fogFactor );
|
|
#endif
|
|
|
|
return half4( Color, Alpha );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _RECEIVE_SHADOWS_OFF 1
|
|
#define ASE_SRP_VERSION 80200
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#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
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
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
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color0;
|
|
float4 _Color1;
|
|
float4 _Color2;
|
|
float4 _Color3;
|
|
float _DepthFadeAmount;
|
|
float _Brightnessmultiply;
|
|
float _Flamespeed;
|
|
float _NoiseScale;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
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);
|
|
|
|
//Calculate new billboard vertex position and normal;
|
|
float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
|
|
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
|
|
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
|
|
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
|
|
v.ase_normal = normalize( mul( float4( v.ase_normal , 0 ), rotationCamMatrix )).xyz;
|
|
v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
|
|
v.vertex.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
|
|
v.vertex.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
|
|
v.vertex.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
|
|
v.vertex = mul( v.vertex, rotationCamMatrix );
|
|
v.vertex.xyz += GetObjectToWorldMatrix()._m03_m13_m23;
|
|
//Need to nullify rotation inserted by generated surface shader;
|
|
v.vertex = mul( GetWorldToObjectMatrix(), v.vertex );
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = 0;
|
|
#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 = TransformWorldToHClip( positionWS );
|
|
#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 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_tangent = v.ase_tangent;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if 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;
|
|
#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
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
}
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
Fallback "Hidden/InternalErrorShader"
|
|
|
|
}
|
|
/*ASEBEGIN
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Version=18935
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Node;AmplifyShaderEditor.WireNode;151;-2928.858,109.9087;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;9;-2216.337,650.795;Inherit;False;Constant;_Float3;Float 3;2;0;Create;True;0;0;0;False;0;False;-1;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.WireNode;103;-2376.847,586.5317;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.WireNode;102;-2698.98,455.7368;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;60;-1471.206,1779.839;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0.2;False;1;FLOAT;0
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Node;AmplifyShaderEditor.NoiseGeneratorNode;21;-1381.665,460.459;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;124;-2353.393,-1405.533;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;0.6,0.6;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;157;747.4509,-165.9077;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;149;-2093.294,-521.8884;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.DynamicAppendNode;5;-1993.27,158.6252;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;49;-2848.22,1341.885;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.PannerNode;110;-1938.239,-559.2572;Inherit;True;3;0;FLOAT2;1,1;False;2;FLOAT2;0.5,-2;False;1;FLOAT;0.3;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.PannerNode;14;-1662.574,501.8289;Inherit;True;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.PannerNode;114;-1913.039,-310.9333;Inherit;True;3;0;FLOAT2;1,1;False;2;FLOAT2;0,-1;False;1;FLOAT;0.8;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;50;-2797.011,1485.385;Inherit;False;Property;_NoiseScale;Noise Scale;8;0;Create;True;0;0;0;False;0;False;1;0.4;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-1987.368,536.9648;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;106;-1494.161,-285.4992;Inherit;True;Property;_TextureSample0;Texture Sample 0;10;0;Create;True;0;0;0;False;0;False;105;None;None;True;0;False;white;Auto;False;Instance;105;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.SimpleAddOpNode;65;-1254.305,1472.685;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;125;-2359.112,-1052.666;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;0.5,0.5;False;1;FLOAT2;0.35,0.4;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.BillboardNode;176;972.1379,134.0259;Inherit;False;Spherical;True;True;0;1;FLOAT3;0
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Node;AmplifyShaderEditor.NoiseGeneratorNode;20;-1394.27,193.899;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;62;-1355.838,1625.217;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.WorldPosInputsNode;46;-2975.604,1057.041;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SaturateNode;120;-58.44512,-71.65452;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;52;-2596.579,1422.466;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.VoronoiNode;140;-375.4698,666.3511;Inherit;False;0;0;1;0;1;False;1;False;False;False;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;3;FLOAT;0;FLOAT2;1;FLOAT2;2
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Node;AmplifyShaderEditor.ColorNode;70;-712.2827,1937.254;Inherit;False;Property;_Color3;Color 3;6;0;Create;True;0;0;0;False;0;False;0.7450981,0,0.4313726,1;0.745283,0,0.4311411,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;69;-680.3892,1373.745;Inherit;False;Property;_Color1;Color 1;4;0;Create;True;0;0;0;False;0;False;1,0.1058824,0,1;1,0.1058809,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;152;-2093.261,-1322.927;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GradientNode;1;-1384.302,112.9651;Inherit;False;0;4;3;0.1415094,0.02096804,0,0;1,0.5159165,0.3254902,0.3353018;1,0.9982066,0.5803922,0.5882353;1,1,1,1;1,0;1,0.282353;1,1;0;1;OBJECT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;153;-2106.261,-1046.927;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-1126.841,327.0561;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;73;-1097.516,1478.066;Inherit;True;Property;_BaseFlame;Base Flame;0;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;-1;None;c7c4098df0a62be418871a9e77c74ffc;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;74;-405.271,1933.056;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;76;-400.7904,1663.511;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;77;-423.7467,1471.686;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GradientSampleNode;88;-971.299,67.6896;Inherit;True;2;0;OBJECT;;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;75;-434.964,1163.769;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;105;-1550.776,-547.2102;Inherit;True;Property;_FastFlame;Fast Flame;10;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;-1;None;32b9d543d792b424992aff15942081a7;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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