Firstborn/Assets/InfinityPBR/Shaders/AV/Hair/AV HDRP Hair.shader
Schaken-Mods b8ab71969a Finished lockpicking, tied it to the Skills system
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
2023-05-05 22:02:18 -05:00

5173 lines
211 KiB
GLSL

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AV/HDRP/Hair"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 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
[Enum(Default,0,Combined,1)]_HairMode("Hair Mode", Float) = 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" {}
[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1
[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
[HideInInspector] _SurfaceType("Surface Type", Float) = 0
[HideInInspector] _BlendMode("Blend Mode", Float) = 0
[HideInInspector] _SrcBlend("Src Blend", Float) = 1
[HideInInspector] _DstBlend("Dst Blend", Float) = 0
[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 1
[HideInInspector] _CullMode("Cull Mode", Float) = 2
[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 1
[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)
[HideInInspector]_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
[HideInInspector]_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
[HideInInspector]_TessMin( "Tess Min Distance", Float ) = 10
[HideInInspector]_TessMax( "Tess Max Distance", Float ) = 25
[HideInInspector]_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
[HideInInspector]_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface
{
float3 Albedo;
float3 Normal;
float3 BentNormal;
float3 Specular;
float CoatMask;
float Metallic;
float3 Emission;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
float AlphaClipThresholdShadow;
float AlphaClipThresholdDepthPrepass;
float AlphaClipThresholdDepthPostpass;
float SpecularAAScreenSpaceVariance;
float SpecularAAThreshold;
float SpecularOcclusion;
float DepthOffset;
//Refraction
float RefractionIndex;
float3 RefractionColor;
float RefractionDistance;
//SSS/Translucent
float Thickness;
float SubsurfaceMask;
float DiffusionProfile;
//Anisotropy
float Anisotropy;
float3 Tangent;
//Iridescent
float IridescenceMask;
float IridescenceThickness;
//BakedGI
float3 BakedGI;
float3 BakedBackGI;
};
struct AlphaSurfaceDescription // ShadowCaster
{
float Alpha;
float AlphaClipThreshold;
float AlphaClipThresholdShadow;
float DepthOffset;
};
struct SceneSurfaceDescription // SceneSelection
{
float Alpha;
float AlphaClipThreshold;
float DepthOffset;
};
struct PrePassSurfaceDescription // DepthPrePass
{
float Alpha;
float AlphaClipThresholdDepthPrepass;
float DepthOffset;
};
struct PostPassSurfaceDescription //DepthPostPass
{
float Alpha;
float AlphaClipThresholdDepthPostpass;
float DepthOffset;
};
struct SmoothSurfaceDescription // MotionVectors DepthOnly
{
float3 Normal;
float Smoothness;
float Alpha;
float AlphaClipThreshold;
float DepthOffset;
};
struct DistortionSurfaceDescription //Distortion
{
float Alpha;
float2 Distortion;
float DistortionBlur;
float AlphaClipThreshold;
};
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 DistanceFromPlaneASE (float3 pos, float4 plane)
{
return dot (float4(pos,1.0f), plane);
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlaneASE(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 "GBuffer"
Tags { "LightMode"="GBuffer" }
Cull [_CullMode]
ZTest [_ZTestGBuffer]
Stencil
{
Ref [_StencilRefGBuffer]
WriteMask [_StencilWriteMaskGBuffer]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#define ASE_NEED_CULLFACE 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 999999
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_GBUFFER
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile _ LIGHT_LAYERS
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_VERT_TANGENT
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float3 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
float4 interp03 : TEXCOORD3;
float4 interp04 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HighlightColor;
float4 _SSSColor;
float4 _ThicknessMap_ST;
float4 _SecondaryHighlightColor;
float4 _Color;
float4 _HairVariationColor;
float _Metallic;
float _Emission;
float _SecondaryHighlightPosition;
float _HairGloss;
float _SSSPower;
float _SSSDistortion;
float _Smoothness;
float _HairBlend;
float _SecondaryHighlightIntensity;
float _SecondaryHighlightExponent;
float _SSSIntensity;
float _HighlightPosition;
float _HighlightExponent;
float _AOIntensity;
float _NoiseSpread;
int _NormalMode;
float _NormalCreateOffset;
float _NormalIntensity;
float _NoiseFrequency;
float _HairVariationBlend;
float _HairMode;
float _HairVariationPosition;
float _HairVariationHardness;
float _AlbedoMax;
float _AlbedoRemapper;
float _AlbedoDesaturate;
float _HighlightIntensity;
float _OpacityMaskMultiplier;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
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;
}
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.coatMask = surfaceDescription.CoatMask;
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceData.thickness = surfaceDescription.Thickness;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.anisotropy = surfaceDescription.Anisotropy;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#endif
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.ior = surfaceDescription.RefractionIndex;
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
surfaceData.atDistance = surfaceDescription.RefractionDistance;
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
#ifdef ASE_BENT_NORMAL
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
#endif
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
#endif
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
#ifdef _ASE_BAKEDGI
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
#endif
#ifdef _ASE_BAKEDBACKGI
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz);
float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w;
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
outputPackedVaryingsMeshToPS.ase_texcoord6.xyz = ase_worldBitangent;
outputPackedVaryingsMeshToPS.ase_texcoord5.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord5.zw = 0;
outputPackedVaryingsMeshToPS.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
inputMesh.tangentOS = inputMesh.tangentOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1;
outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput,
OUTPUT_GBUFFER(outGBuffer)
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
float3 positionRWS = packedInput.interp00.xyz;
float3 normalWS = packedInput.interp01.xyz;
float4 tangentWS = packedInput.interp02.xyzw;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
input.texCoord1 = packedInput.interp03.xyzw;
input.texCoord2 = packedInput.interp04.xyzw;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
float2 uv_MainTex = packedInput.ase_texcoord5.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_g147 = _AlbedoRemapper;
float3 temp_output_16_0_g144 = _Color.rgb;
float temp_output_12_0_g144 = ( 1.0 - _HairVariationHardness );
float temp_output_14_0_g144 = ( packedInput.ase_texcoord5.xy.y + _HairVariationPosition );
float smoothstepResult2_g144 = smoothstep( _HairVariationHardness , temp_output_12_0_g144 , temp_output_14_0_g144);
float2 temp_output_25_0_g146 = packedInput.ase_texcoord5.xy;
float2 break56_g146 = frac( temp_output_25_0_g146 );
float3 lerpResult6_g144 = lerp( (_HairVariationColor).rgb , temp_output_16_0_g144 , saturate( ( smoothstepResult2_g144 + ( ( 1.0 - saturate( ( step( ( 1.0 - break56_g146.x ) , 0.55 ) + step( ( 1.0 - break56_g146.y ) , 0.45 ) + step( break56_g146.x , 0.0 ) + step( break56_g146.y , 0.0 ) ) ) ) * _HairMode ) ) ));
float3 lerpResult9_g144 = lerp( temp_output_16_0_g144 , lerpResult6_g144 , _HairVariationBlend);
float3 temp_output_1302_0 = ( ( ( lerpResult1446 * ( ( _AlbedoRemapper + _AlbedoMax ) - temp_output_7_0_g147 ) ) + temp_output_7_0_g147 ) * lerpResult9_g144 );
float3 normalizedWorldNormal = normalize( normalWS );
float3 T77_g149 = cross( tangentWS.xyz , normalizedWorldNormal );
float2 appendResult5_g149 = (float2(( packedInput.ase_texcoord5.xy.x * _NoiseFrequency ) , packedInput.ase_texcoord5.xy.y));
float simpleNoise6_g149 = SimpleNoise( appendResult5_g149*10.0 );
simpleNoise6_g149 = simpleNoise6_g149*2 - 1;
float smoothstepResult7_g149 = smoothstep( -0.3 , 0.6 , simpleNoise6_g149);
float hairnoise79_g149 = smoothstepResult7_g149;
float2 uv_BumpMap = packedInput.ase_texcoord5.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 uv0_MainTex = packedInput.ase_texcoord5.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( UnpackNormalmapRGorAG( 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 normal1334 = clampResult1339;
float3 temp_output_83_0_g149 = normal1334;
float3 normal107_g149 = temp_output_83_0_g149;
float NoiseFX78_g149 = ( hairnoise79_g149 * temp_output_1492_0 * ( (normal107_g149).y + _NoiseSpread ) * _NoiseSpread );
float3 appendResult22_g149 = (float3(SafeNormalize(-_DirectionalLightDatas[0].forward).x , ( NoiseFX78_g149 + SafeNormalize(-_DirectionalLightDatas[0].forward).y + _HighlightPosition ) , SafeNormalize(-_DirectionalLightDatas[0].forward).z));
float3 normalizeResult29_g149 = normalize( ( appendResult22_g149 + V ) );
float3 HL130_g149 = normalizeResult29_g149;
float dotResult36_g149 = dot( T77_g149 , HL130_g149 );
float sinTHL147_g149 = sqrt( ( 1.0 - ( dotResult36_g149 * dotResult36_g149 ) ) );
float3 temp_output_65_0_g149 = ( (_HighlightColor).rgb * pow( sinTHL147_g149 , exp2( _HighlightExponent ) ) * _HighlightIntensity );
float3 appendResult20_g149 = (float3(SafeNormalize(-_DirectionalLightDatas[0].forward).x , ( NoiseFX78_g149 + SafeNormalize(-_DirectionalLightDatas[0].forward).y + _SecondaryHighlightPosition ) , SafeNormalize(-_DirectionalLightDatas[0].forward).z));
float3 normalizeResult28_g149 = normalize( ( appendResult20_g149 + V ) );
float3 HL231_g149 = normalizeResult28_g149;
float dotResult37_g149 = dot( T77_g149 , HL231_g149 );
float sinTHL246_g149 = sqrt( ( 1.0 - ( dotResult37_g149 * dotResult37_g149 ) ) );
float3 ase_worldBitangent = packedInput.ase_texcoord6.xyz;
float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x );
float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y );
float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z );
float3 tanNormal73_g149 = temp_output_83_0_g149;
float3 worldNormal73_g149 = normalize( float3(dot(tanToWorld0,tanNormal73_g149), dot(tanToWorld1,tanNormal73_g149), dot(tanToWorld2,tanNormal73_g149)) );
float dotResult76_g149 = dot( SafeNormalize(-_DirectionalLightDatas[0].forward) , worldNormal73_g149 );
float smoothstepResult62_g149 = smoothstep( -1.0 , 0.0 , dotResult36_g149);
float dirAtten64_g149 = smoothstepResult62_g149;
float3 normalizeResult1505 = normalize( temp_output_1302_0 );
float3 tanNormal24_g148 = normal1334;
float3 worldNormal24_g148 = normalize( float3(dot(tanToWorld0,tanNormal24_g148), dot(tanToWorld1,tanNormal24_g148), dot(tanToWorld2,tanNormal24_g148)) );
float dotResult20_g148 = dot( V , -( SafeNormalize(-_DirectionalLightDatas[0].forward) + ( worldNormal24_g148 * _SSSDistortion ) ) );
float temp_output_22_0_g148 = pow( saturate( dotResult20_g148 ) , _SSSPower );
float2 uv_ThicknessMap = packedInput.ase_texcoord5.xy * _ThicknessMap_ST.xy + _ThicknessMap_ST.zw;
float3 temp_output_1111_0 = saturate( ( temp_output_1302_0 + saturate( ( ( temp_output_65_0_g149 + ( (_SecondaryHighlightColor).rgb * pow( sinTHL246_g149 , exp2( _SecondaryHighlightExponent ) ) * _SecondaryHighlightIntensity ) ) * ( dotResult76_g149 * dotResult76_g149 * dotResult76_g149 ) * dirAtten64_g149 * _HairBlend ) ) + ( normalizeResult1505 * ( temp_output_22_0_g148 * _SSSIntensity * (_SSSColor).rgb * (tex2D( _ThicknessMap, uv_ThicknessMap )).rgb ) ) ) );
float3 emission945 = ( temp_output_1111_0 * _Emission );
float temp_output_5_0_g150 = ( saturate( ( hairnoise79_g149 + _HairGloss ) ) * _HairGloss );
float opacitymask1462 = saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) );
surfaceDescription.Albedo = temp_output_1111_0;
surfaceDescription.Normal = normal1334;
surfaceDescription.BentNormal = float3( 0, 0, 1 );
surfaceDescription.CoatMask = 0;
surfaceDescription.Metallic = _Metallic;
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceDescription.Specular = 0;
#endif
surfaceDescription.Emission = emission945;
surfaceDescription.Smoothness = ( temp_output_5_0_g150 + ( _Smoothness * ( 1.0 - temp_output_5_0_g150 ) ) );
surfaceDescription.Occlusion = ( 1.0 - _AOIntensity );
surfaceDescription.Alpha = opacitymask1462;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = 0.5;
#endif
#ifdef _ALPHATEST_SHADOW_ON
surfaceDescription.AlphaClipThresholdShadow = 0.5;
#endif
surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5;
surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5;
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
surfaceDescription.SpecularAAThreshold = 0;
#endif
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceDescription.SpecularOcclusion = 0;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceDescription.Thickness = 1;
#endif
#ifdef _HAS_REFRACTION
surfaceDescription.RefractionIndex = 1;
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
surfaceDescription.RefractionDistance = 0;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceDescription.SubsurfaceMask = 1;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceDescription.DiffusionProfile = 0;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceDescription.Anisotropy = 1;
surfaceDescription.Tangent = float3( 1, 0, 0 );
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceDescription.IridescenceMask = 0;
surfaceDescription.IridescenceThickness = 0;
#endif
#ifdef _ASE_DISTORTION
surfaceDescription.Distortion = float2 ( 2, -1 );
surfaceDescription.DistortionBlur = 1;
#endif
#ifdef _ASE_BAKEDGI
surfaceDescription.BakedGI = 0;
#endif
#ifdef _ASE_BAKEDBACKGI
surfaceDescription.BakedBackGI = 0;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer );
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#define ASE_NEED_CULLFACE 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 999999
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_VERT_TANGENT
#define ASE_NEEDS_VERT_NORMAL
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HighlightColor;
float4 _SSSColor;
float4 _ThicknessMap_ST;
float4 _SecondaryHighlightColor;
float4 _Color;
float4 _HairVariationColor;
float _Metallic;
float _Emission;
float _SecondaryHighlightPosition;
float _HairGloss;
float _SSSPower;
float _SSSDistortion;
float _Smoothness;
float _HairBlend;
float _SecondaryHighlightIntensity;
float _SecondaryHighlightExponent;
float _SSSIntensity;
float _HighlightPosition;
float _HighlightExponent;
float _AOIntensity;
float _NoiseSpread;
int _NormalMode;
float _NormalCreateOffset;
float _NormalIntensity;
float _NoiseFrequency;
float _HairVariationBlend;
float _HairMode;
float _HairVariationPosition;
float _HairVariationHardness;
float _AlbedoMax;
float _AlbedoRemapper;
float _AlbedoDesaturate;
float _HighlightIntensity;
float _OpacityMaskMultiplier;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
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;
}
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.coatMask = surfaceDescription.CoatMask;
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceData.thickness = surfaceDescription.Thickness;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.anisotropy = surfaceDescription.Anisotropy;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#endif
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.ior = surfaceDescription.RefractionIndex;
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
surfaceData.atDistance = surfaceDescription.RefractionDistance;
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
#ifdef ASE_BENT_NORMAL
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
#endif
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
#endif
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
builtinData.emissiveColor = surfaceDescription.Emission;
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
CBUFFER_START(UnityMetaPass)
bool4 unity_MetaVertexControl;
bool4 unity_MetaFragmentControl;
CBUFFER_END
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz);
outputPackedVaryingsMeshToPS.ase_texcoord1.xyz = ase_worldTangent;
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
outputPackedVaryingsMeshToPS.ase_texcoord2.xyz = ase_worldNormal;
float3 ase_worldPos = GetAbsolutePositionWS( TransformObjectToWorld( (inputMesh.positionOS).xyz ) );
outputPackedVaryingsMeshToPS.ase_texcoord3.xyz = ase_worldPos;
float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w;
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
outputPackedVaryingsMeshToPS.ase_texcoord4.xyz = ase_worldBitangent;
outputPackedVaryingsMeshToPS.ase_texcoord.xy = inputMesh.uv0.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord.zw = 0;
outputPackedVaryingsMeshToPS.ase_texcoord1.w = 0;
outputPackedVaryingsMeshToPS.ase_texcoord2.w = 0;
outputPackedVaryingsMeshToPS.ase_texcoord3.w = 0;
outputPackedVaryingsMeshToPS.ase_texcoord4.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
inputMesh.tangentOS = inputMesh.tangentOS ;
float2 uv = float2(0.0, 0.0);
if (unity_MetaVertexControl.x)
{
uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
else if (unity_MetaVertexControl.y)
{
uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
outputPackedVaryingsMeshToPS.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0);
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
float4 Frag(PackedVaryingsMeshToPS packedInput ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = float3(1.0, 1.0, 1.0);
SurfaceData surfaceData;
BuiltinData builtinData;
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
float2 uv_MainTex = packedInput.ase_texcoord.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_g147 = _AlbedoRemapper;
float3 temp_output_16_0_g144 = _Color.rgb;
float temp_output_12_0_g144 = ( 1.0 - _HairVariationHardness );
float temp_output_14_0_g144 = ( packedInput.ase_texcoord.xy.y + _HairVariationPosition );
float smoothstepResult2_g144 = smoothstep( _HairVariationHardness , temp_output_12_0_g144 , temp_output_14_0_g144);
float2 temp_output_25_0_g146 = packedInput.ase_texcoord.xy;
float2 break56_g146 = frac( temp_output_25_0_g146 );
float3 lerpResult6_g144 = lerp( (_HairVariationColor).rgb , temp_output_16_0_g144 , saturate( ( smoothstepResult2_g144 + ( ( 1.0 - saturate( ( step( ( 1.0 - break56_g146.x ) , 0.55 ) + step( ( 1.0 - break56_g146.y ) , 0.45 ) + step( break56_g146.x , 0.0 ) + step( break56_g146.y , 0.0 ) ) ) ) * _HairMode ) ) ));
float3 lerpResult9_g144 = lerp( temp_output_16_0_g144 , lerpResult6_g144 , _HairVariationBlend);
float3 temp_output_1302_0 = ( ( ( lerpResult1446 * ( ( _AlbedoRemapper + _AlbedoMax ) - temp_output_7_0_g147 ) ) + temp_output_7_0_g147 ) * lerpResult9_g144 );
float3 ase_worldTangent = packedInput.ase_texcoord1.xyz;
float3 ase_worldNormal = packedInput.ase_texcoord2.xyz;
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 T77_g149 = cross( ase_worldTangent , normalizedWorldNormal );
float2 appendResult5_g149 = (float2(( packedInput.ase_texcoord.xy.x * _NoiseFrequency ) , packedInput.ase_texcoord.xy.y));
float simpleNoise6_g149 = SimpleNoise( appendResult5_g149*10.0 );
simpleNoise6_g149 = simpleNoise6_g149*2 - 1;
float smoothstepResult7_g149 = smoothstep( -0.3 , 0.6 , simpleNoise6_g149);
float hairnoise79_g149 = smoothstepResult7_g149;
float2 uv_BumpMap = packedInput.ase_texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 uv0_MainTex = packedInput.ase_texcoord.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( UnpackNormalmapRGorAG( 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 normal1334 = clampResult1339;
float3 temp_output_83_0_g149 = normal1334;
float3 normal107_g149 = temp_output_83_0_g149;
float NoiseFX78_g149 = ( hairnoise79_g149 * temp_output_1492_0 * ( (normal107_g149).y + _NoiseSpread ) * _NoiseSpread );
float3 appendResult22_g149 = (float3(SafeNormalize(-_DirectionalLightDatas[0].forward).x , ( NoiseFX78_g149 + SafeNormalize(-_DirectionalLightDatas[0].forward).y + _HighlightPosition ) , SafeNormalize(-_DirectionalLightDatas[0].forward).z));
float3 ase_worldPos = packedInput.ase_texcoord3.xyz;
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 normalizeResult29_g149 = normalize( ( appendResult22_g149 + ase_worldViewDir ) );
float3 HL130_g149 = normalizeResult29_g149;
float dotResult36_g149 = dot( T77_g149 , HL130_g149 );
float sinTHL147_g149 = sqrt( ( 1.0 - ( dotResult36_g149 * dotResult36_g149 ) ) );
float3 temp_output_65_0_g149 = ( (_HighlightColor).rgb * pow( sinTHL147_g149 , exp2( _HighlightExponent ) ) * _HighlightIntensity );
float3 appendResult20_g149 = (float3(SafeNormalize(-_DirectionalLightDatas[0].forward).x , ( NoiseFX78_g149 + SafeNormalize(-_DirectionalLightDatas[0].forward).y + _SecondaryHighlightPosition ) , SafeNormalize(-_DirectionalLightDatas[0].forward).z));
float3 normalizeResult28_g149 = normalize( ( appendResult20_g149 + ase_worldViewDir ) );
float3 HL231_g149 = normalizeResult28_g149;
float dotResult37_g149 = dot( T77_g149 , HL231_g149 );
float sinTHL246_g149 = sqrt( ( 1.0 - ( dotResult37_g149 * dotResult37_g149 ) ) );
float3 ase_worldBitangent = packedInput.ase_texcoord4.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_g149 = temp_output_83_0_g149;
float3 worldNormal73_g149 = normalize( float3(dot(tanToWorld0,tanNormal73_g149), dot(tanToWorld1,tanNormal73_g149), dot(tanToWorld2,tanNormal73_g149)) );
float dotResult76_g149 = dot( SafeNormalize(-_DirectionalLightDatas[0].forward) , worldNormal73_g149 );
float smoothstepResult62_g149 = smoothstep( -1.0 , 0.0 , dotResult36_g149);
float dirAtten64_g149 = smoothstepResult62_g149;
float3 normalizeResult1505 = normalize( temp_output_1302_0 );
float3 tanNormal24_g148 = normal1334;
float3 worldNormal24_g148 = normalize( float3(dot(tanToWorld0,tanNormal24_g148), dot(tanToWorld1,tanNormal24_g148), dot(tanToWorld2,tanNormal24_g148)) );
float dotResult20_g148 = dot( ase_worldViewDir , -( SafeNormalize(-_DirectionalLightDatas[0].forward) + ( worldNormal24_g148 * _SSSDistortion ) ) );
float temp_output_22_0_g148 = pow( saturate( dotResult20_g148 ) , _SSSPower );
float2 uv_ThicknessMap = packedInput.ase_texcoord.xy * _ThicknessMap_ST.xy + _ThicknessMap_ST.zw;
float3 temp_output_1111_0 = saturate( ( temp_output_1302_0 + saturate( ( ( temp_output_65_0_g149 + ( (_SecondaryHighlightColor).rgb * pow( sinTHL246_g149 , exp2( _SecondaryHighlightExponent ) ) * _SecondaryHighlightIntensity ) ) * ( dotResult76_g149 * dotResult76_g149 * dotResult76_g149 ) * dirAtten64_g149 * _HairBlend ) ) + ( normalizeResult1505 * ( temp_output_22_0_g148 * _SSSIntensity * (_SSSColor).rgb * (tex2D( _ThicknessMap, uv_ThicknessMap )).rgb ) ) ) );
float3 emission945 = ( temp_output_1111_0 * _Emission );
float temp_output_5_0_g150 = ( saturate( ( hairnoise79_g149 + _HairGloss ) ) * _HairGloss );
float opacitymask1462 = saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) );
surfaceDescription.Albedo = temp_output_1111_0;
surfaceDescription.Normal = normal1334;
surfaceDescription.BentNormal = float3( 0, 0, 1 );
surfaceDescription.CoatMask = 0;
surfaceDescription.Metallic = _Metallic;
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceDescription.Specular = 0;
#endif
surfaceDescription.Emission = emission945;
surfaceDescription.Smoothness = ( temp_output_5_0_g150 + ( _Smoothness * ( 1.0 - temp_output_5_0_g150 ) ) );
surfaceDescription.Occlusion = ( 1.0 - _AOIntensity );
surfaceDescription.Alpha = opacitymask1462;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = 0.5;
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
surfaceDescription.SpecularAAThreshold = 0;
#endif
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceDescription.SpecularOcclusion = 0;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceDescription.Thickness = 1;
#endif
#ifdef _HAS_REFRACTION
surfaceDescription.RefractionIndex = 1;
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
surfaceDescription.RefractionDistance = 0;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceDescription.SubsurfaceMask = 1;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceDescription.DiffusionProfile = 0;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceDescription.Anisotropy = 1;
surfaceDescription.Tangent = float3( 1, 0, 0 );
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceDescription.IridescenceMask = 0;
surfaceDescription.IridescenceThickness = 0;
#endif
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
float4 res = float4(0.0, 0.0, 0.0, 1.0);
if (unity_MetaFragmentControl.x)
{
res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue);
}
if (unity_MetaFragmentControl.y)
{
res.rgb = lightTransportData.emissiveColor;
}
return res;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Cull [_CullMode]
ZWrite On
ZClip [_ZClip]
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#define ASE_NEED_CULLFACE 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 999999
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_SHADOWS
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HighlightColor;
float4 _SSSColor;
float4 _ThicknessMap_ST;
float4 _SecondaryHighlightColor;
float4 _Color;
float4 _HairVariationColor;
float _Metallic;
float _Emission;
float _SecondaryHighlightPosition;
float _HairGloss;
float _SSSPower;
float _SSSDistortion;
float _Smoothness;
float _HairBlend;
float _SecondaryHighlightIntensity;
float _SecondaryHighlightExponent;
float _SSSIntensity;
float _HighlightPosition;
float _HighlightExponent;
float _AOIntensity;
float _NoiseSpread;
int _NormalMode;
float _NormalCreateOffset;
float _NormalIntensity;
float _NoiseFrequency;
float _HairVariationBlend;
float _HairMode;
float _HairVariationPosition;
float _HairVariationHardness;
float _AlbedoMax;
float _AlbedoRemapper;
float _AlbedoDesaturate;
float _HighlightIntensity;
float _OpacityMaskMultiplier;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
CBUFFER_END
sampler2D _MainTex;
void BuildSurfaceData(FragInputs fragInputs, inout AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow );
#else
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target0
, out float1 depthColor : SV_Target1
#elif defined(SCENESELECTIONPASS)
, out float4 outColor : SV_Target0
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0;
float2 uv_MainTex = packedInput.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
float opacitymask1462 = saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) );
surfaceDescription.Alpha = opacitymask1462;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = 0.5;
#endif
#ifdef _ALPHATEST_SHADOW_ON
surfaceDescription.AlphaClipThresholdShadow = 0.5;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.positionCS.z;
#elif defined(SCENESELECTIONPASS)
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
#endif
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
ColorMask 0
HLSLPROGRAM
#define ASE_NEED_CULLFACE 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 999999
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
int _ObjectId;
int _PassValue;
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HighlightColor;
float4 _SSSColor;
float4 _ThicknessMap_ST;
float4 _SecondaryHighlightColor;
float4 _Color;
float4 _HairVariationColor;
float _Metallic;
float _Emission;
float _SecondaryHighlightPosition;
float _HairGloss;
float _SSSPower;
float _SSSDistortion;
float _Smoothness;
float _HairBlend;
float _SecondaryHighlightIntensity;
float _SecondaryHighlightExponent;
float _SSSIntensity;
float _HighlightPosition;
float _HighlightExponent;
float _AOIntensity;
float _NoiseSpread;
int _NormalMode;
float _NormalCreateOffset;
float _NormalIntensity;
float _NoiseFrequency;
float _HairVariationBlend;
float _HairMode;
float _HairVariationPosition;
float _HairVariationHardness;
float _AlbedoMax;
float _AlbedoRemapper;
float _AlbedoDesaturate;
float _HighlightIntensity;
float _OpacityMaskMultiplier;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
CBUFFER_END
sampler2D _MainTex;
void BuildSurfaceData(FragInputs fragInputs, inout SceneSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SceneSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target0
, out float1 depthColor : SV_Target1
#elif defined(SCENESELECTIONPASS)
, out float4 outColor : SV_Target0
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0;
float2 uv_MainTex = packedInput.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
float opacitymask1462 = saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) );
surfaceDescription.Alpha = opacitymask1462;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = 0.5;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.positionCS.z;
#elif defined(SCENESELECTIONPASS)
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
#endif
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefDepth]
WriteMask [_StencilWriteMaskDepth]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#define ASE_NEED_CULLFACE 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 999999
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float3 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HighlightColor;
float4 _SSSColor;
float4 _ThicknessMap_ST;
float4 _SecondaryHighlightColor;
float4 _Color;
float4 _HairVariationColor;
float _Metallic;
float _Emission;
float _SecondaryHighlightPosition;
float _HairGloss;
float _SSSPower;
float _SSSDistortion;
float _Smoothness;
float _HairBlend;
float _SecondaryHighlightIntensity;
float _SecondaryHighlightExponent;
float _SSSIntensity;
float _HighlightPosition;
float _HighlightExponent;
float _AOIntensity;
float _NoiseSpread;
int _NormalMode;
float _NormalCreateOffset;
float _NormalIntensity;
float _NoiseFrequency;
float _HairVariationBlend;
float _HairMode;
float _HairVariationPosition;
float _HairVariationHardness;
float _AlbedoMax;
float _AlbedoRemapper;
float _AlbedoDesaturate;
float _HighlightIntensity;
float _OpacityMaskMultiplier;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _CullMode;
float _TransparentSortPriority;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
CBUFFER_END
sampler2D _BumpMap;
sampler2D _MainTex;
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;
}
void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
inputMesh.tangentOS = inputMesh.tangentOS ;
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target1
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target0
, out float1 depthColor : SV_Target1
#elif defined(SCENESELECTIONPASS)
, out float4 outColor : SV_Target0
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
float3 normalWS = packedInput.interp01.xyz;
float4 tangentWS = packedInput.interp02.xyzw;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
#endif
#endif
half isFrontFace = input.isFrontFace;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
float2 uv_BumpMap = packedInput.ase_texcoord3.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 uv0_MainTex = packedInput.ase_texcoord3.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( UnpackNormalmapRGorAG( tex2D( _BumpMap, uv_BumpMap ), _NormalIntensity ) , normalizeResult22_g99 , (float)_NormalMode);
float2 _Vector0 = float2(-1,1);
float3 temp_cast_1 = (_Vector0.x).xxx;
float3 temp_cast_2 = (_Vector0.y).xxx;
float3 clampResult1339 = clamp( lerpResult1337 , temp_cast_1 , temp_cast_2 );
float3 normal1334 = clampResult1339;
float2 appendResult5_g149 = (float2(( packedInput.ase_texcoord3.xy.x * _NoiseFrequency ) , packedInput.ase_texcoord3.xy.y));
float simpleNoise6_g149 = SimpleNoise( appendResult5_g149*10.0 );
simpleNoise6_g149 = simpleNoise6_g149*2 - 1;
float smoothstepResult7_g149 = smoothstep( -0.3 , 0.6 , simpleNoise6_g149);
float hairnoise79_g149 = smoothstepResult7_g149;
float temp_output_5_0_g150 = ( saturate( ( hairnoise79_g149 + _HairGloss ) ) * _HairGloss );
float2 uv_MainTex = packedInput.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
float opacitymask1462 = saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) );
surfaceDescription.Normal = normal1334;
surfaceDescription.Smoothness = ( temp_output_5_0_g150 + ( _Smoothness * ( 1.0 - temp_output_5_0_g150 ) ) );
surfaceDescription.Alpha = opacitymask1462;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = 0.5;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.positionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.positionCS.z;
#elif defined(SCENESELECTIONPASS)
outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
#endif
}
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags { "LightMode"="MotionVectors" }
Cull [_CullMode]
ZWrite On
Stencil
{
Ref [_StencilRefMV]
WriteMask [_StencilWriteMaskMV]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#define ASE_NEED_CULLFACE 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 999999
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 vmeshPositionCS : SV_Position;
float3 vmeshInterp00 : TEXCOORD0;
float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HighlightColor;
float4 _SSSColor;
float4 _ThicknessMap_ST;
float4 _SecondaryHighlightColor;
float4 _Color;
float4 _HairVariationColor;
float _Metallic;
float _Emission;
float _SecondaryHighlightPosition;
float _HairGloss;
float _SSSPower;
float _SSSDistortion;
float _Smoothness;
float _HairBlend;
float _SecondaryHighlightIntensity;
float _SecondaryHighlightExponent;
float _SSSIntensity;
float _HighlightPosition;
float _HighlightExponent;
float _AOIntensity;
float _NoiseSpread;
int _NormalMode;
float _NormalCreateOffset;
float _NormalIntensity;
float _NoiseFrequency;
float _HairVariationBlend;
float _HairMode;
float _HairVariationPosition;
float _HairVariationHardness;
float _AlbedoMax;
float _AlbedoRemapper;
float _AlbedoDesaturate;
float _HighlightIntensity;
float _OpacityMaskMultiplier;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
CBUFFER_END
sampler2D _BumpMap;
sampler2D _MainTex;
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;
}
void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
{
_TimeParameters.xyz = timeParameters;
outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue ;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS ;
return inputMesh;
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
AttributesMesh defaultMesh = inputMesh;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float3 VMESHpositionRWS = positionRWS;
float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);
float4 VPASSpreviousPositionCS;
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputMesh.precomputedVelocity;
#endif
#if defined(HAVE_MESH_MODIFICATION)
AttributesMesh previousMesh = defaultMesh;
previousMesh.positionOS = effectivePositionOS ;
PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
float3 curTime = _TimeParameters.xyz;
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
_TimeParameters.xyz = curTime;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
#endif
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
outputPackedVaryingsMeshToPS.vmeshPositionCS = VMESHpositionCS;
outputPackedVaryingsMeshToPS.vmeshInterp00.xyz = VMESHpositionRWS;
outputPackedVaryingsMeshToPS.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
outputPackedVaryingsMeshToPS.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.previousPositionOS = v.previousPositionOS;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = v.precomputedVelocity;
#endif
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
#endif
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag( PackedVaryingsMeshToPS packedInput
, out float4 outMotionVector : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#ifdef WRITE_MSAA_DEPTH
, out float1 depthColor : SV_Target2
#endif
#elif defined(WRITE_MSAA_DEPTH)
, out float4 outNormalBuffer : SV_Target1
, out float1 depthColor : SV_Target2
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.vmeshPositionCS;
input.positionRWS = packedInput.vmeshInterp00.xyz;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
SurfaceData surfaceData;
BuiltinData builtinData;
SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
float2 uv_BumpMap = packedInput.ase_texcoord3.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 uv0_MainTex = packedInput.ase_texcoord3.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( UnpackNormalmapRGorAG( tex2D( _BumpMap, uv_BumpMap ), _NormalIntensity ) , normalizeResult22_g99 , (float)_NormalMode);
float2 _Vector0 = float2(-1,1);
float3 temp_cast_1 = (_Vector0.x).xxx;
float3 temp_cast_2 = (_Vector0.y).xxx;
float3 clampResult1339 = clamp( lerpResult1337 , temp_cast_1 , temp_cast_2 );
float3 normal1334 = clampResult1339;
float2 appendResult5_g149 = (float2(( packedInput.ase_texcoord3.xy.x * _NoiseFrequency ) , packedInput.ase_texcoord3.xy.y));
float simpleNoise6_g149 = SimpleNoise( appendResult5_g149*10.0 );
simpleNoise6_g149 = simpleNoise6_g149*2 - 1;
float smoothstepResult7_g149 = smoothstep( -0.3 , 0.6 , simpleNoise6_g149);
float hairnoise79_g149 = smoothstepResult7_g149;
float temp_output_5_0_g150 = ( saturate( ( hairnoise79_g149 + _HairGloss ) ) * _HairGloss );
float2 uv_MainTex = packedInput.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
float opacitymask1462 = saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) );
surfaceDescription.Normal = normal1334;
surfaceDescription.Smoothness = ( temp_output_5_0_g150 + ( _Smoothness * ( 1.0 - temp_output_5_0_g150 ) ) );
surfaceDescription.Alpha = opacitymask1462;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = 0.5;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);
#ifdef _DEPTHOFFSET_ON
VPASSpositionCS.w += builtinData.depthOffset;
VPASSpreviousPositionCS.w += builtinData.depthOffset;
#endif
float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
EncodeMotionVector( motionVector * 0.5, outMotionVector );
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if( forceNoMotion )
outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );
#ifdef WRITE_NORMAL_BUFFER
EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
#ifdef WRITE_MSAA_DEPTH
depthColor = packedInput.vmeshPositionCS.z;
#endif
#elif defined(WRITE_MSAA_DEPTH)
outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
depthColor = packedInput.vmeshPositionCS.z;
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
Pass
{
Name "Forward"
Tags { "LightMode"="Forward" }
Blend [_SrcBlend] [_DstBlend] , [_AlphaSrcBlend] [_AlphaDstBlend]
Cull [_CullModeForward]
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
Stencil
{
Ref [_StencilRef]
WriteMask [_StencilWriteMask]
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
ColorMask [_ColorMaskTransparentVel] 1
HLSLPROGRAM
#define ASE_NEED_CULLFACE 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _AMBIENT_OCCLUSION 1
#define ASE_SRP_VERSION 999999
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local _ALPHATEST_ON
#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_FORWARD
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#pragma vertex Vert
#pragma fragment Frag
//#define UNITY_MATERIAL_LIT
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_VERT_TANGENT
#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
#define ASE_NEED_CULLFACE 1
#endif
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS
{
float4 positionCS : SV_Position;
float3 interp00 : TEXCOORD0;
float3 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
float4 interp03 : TEXCOORD3;
float4 interp04 : TEXCOORD4;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 vpassPositionCS : TEXCOORD5;
float3 vpassPreviousPositionCS : TEXCOORD6;
#endif
float4 ase_texcoord7 : TEXCOORD7;
float4 ase_texcoord8 : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
CBUFFER_START( UnityPerMaterial )
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HighlightColor;
float4 _SSSColor;
float4 _ThicknessMap_ST;
float4 _SecondaryHighlightColor;
float4 _Color;
float4 _HairVariationColor;
float _Metallic;
float _Emission;
float _SecondaryHighlightPosition;
float _HairGloss;
float _SSSPower;
float _SSSDistortion;
float _Smoothness;
float _HairBlend;
float _SecondaryHighlightIntensity;
float _SecondaryHighlightExponent;
float _SSSIntensity;
float _HighlightPosition;
float _HighlightExponent;
float _AOIntensity;
float _NoiseSpread;
int _NormalMode;
float _NormalCreateOffset;
float _NormalIntensity;
float _NoiseFrequency;
float _HairVariationBlend;
float _HairMode;
float _HairVariationPosition;
float _HairVariationHardness;
float _AlbedoMax;
float _AlbedoRemapper;
float _AlbedoDesaturate;
float _HighlightIntensity;
float _OpacityMaskMultiplier;
float4 _EmissionColor;
float _RenderQueueType;
#ifdef _ADD_PRECOMPUTED_VELOCITY
float _AddPrecomputedVelocity;
#endif
float _StencilRef;
float _StencilWriteMask;
float _StencilRefDepth;
float _StencilWriteMaskDepth;
float _StencilRefMV;
float _StencilWriteMaskMV;
float _StencilRefDistortionVec;
float _StencilWriteMaskDistortionVec;
float _StencilWriteMaskGBuffer;
float _StencilRefGBuffer;
float _ZTestGBuffer;
float _RequireSplitLighting;
float _ReceivesSSR;
float _SurfaceType;
float _BlendMode;
float _SrcBlend;
float _DstBlend;
float _AlphaSrcBlend;
float _AlphaDstBlend;
float _ZWrite;
float _TransparentZWrite;
float _CullMode;
float _TransparentSortPriority;
float _EnableFogOnTransparent;
float _CullModeForward;
float _TransparentCullMode;
float _ZTestDepthEqualForOpaque;
float _ZTestTransparent;
float _TransparentBackfaceEnable;
float _AlphaCutoffEnable;
float _AlphaCutoff;
float _UseShadowThreshold;
float _DoubleSidedEnable;
float _DoubleSidedNormalMode;
float4 _DoubleSidedConstants;
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
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;
}
void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
surfaceData.specularOcclusion = 1.0;
// surface data
surfaceData.baseColor = surfaceDescription.Albedo;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
surfaceData.coatMask = surfaceDescription.CoatMask;
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceData.specularOcclusion = surfaceDescription.SpecularOcclusion;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.subsurfaceMask = surfaceDescription.SubsurfaceMask;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceData.thickness = surfaceDescription.Thickness;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceData.diffusionProfileHash = asuint(surfaceDescription.DiffusionProfile);
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.specularColor = surfaceDescription.Specular;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.anisotropy = surfaceDescription.Anisotropy;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.iridescenceMask = surfaceDescription.IridescenceMask;
surfaceData.iridescenceThickness = surfaceDescription.IridescenceThickness;
#endif
// refraction
#ifdef _HAS_REFRACTION
if( _EnableSSRefraction )
{
surfaceData.ior = surfaceDescription.RefractionIndex;
surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
surfaceData.atDistance = surfaceDescription.RefractionDistance;
surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// material features
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
#endif
#ifdef ASE_LIT_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
// others
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
// normals
float3 normalTS = float3(0.0f, 0.0f, 1.0f);
normalTS = surfaceDescription.Normal;
GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
bentNormalWS = surfaceData.normalWS;
#ifdef ASE_BENT_NORMAL
GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
#endif
surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
#endif
surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );
// decals
#if HAVE_DECALS
if( _EnableDecals )
{
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
}
#endif
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
#endif
// debug
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.metallic = 0;
}
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
}
void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
#endif
ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );
#ifdef _ALPHATEST_ON
DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
#endif
#ifdef _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
#endif
float3 bentNormalWS;
BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );
#ifdef _ASE_BAKEDGI
builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
#endif
#ifdef _ASE_BAKEDBACKGI
builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
#endif
builtinData.emissiveColor = surfaceDescription.Emission;
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
}
AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
{
_TimeParameters.xyz = timeParameters;
float3 ase_worldNormal = TransformObjectToWorldNormal(inputMesh.normalOS);
float3 ase_worldTangent = TransformObjectToWorldDir(inputMesh.tangentOS.xyz);
float ase_vertexTangentSign = inputMesh.tangentOS.w * unity_WorldTransformParams.w;
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
outputPackedVaryingsMeshToPS.ase_texcoord8.xyz = ase_worldBitangent;
outputPackedVaryingsMeshToPS.ase_texcoord7.xy = inputMesh.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
outputPackedVaryingsMeshToPS.ase_texcoord7.zw = 0;
outputPackedVaryingsMeshToPS.ase_texcoord8.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = inputMesh.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
inputMesh.positionOS.xyz = vertexValue;
#else
inputMesh.positionOS.xyz += vertexValue;
#endif
inputMesh.normalOS = inputMesh.normalOS;
inputMesh.tangentOS = inputMesh.tangentOS;
return inputMesh;
}
PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
{
PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
AttributesMesh defaultMesh = inputMesh;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );
inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);
float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float4 VPASSpreviousPositionCS;
float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0));
bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
if (forceNoMotion)
{
VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
}
else
{
bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
#if defined(_ADD_PRECOMPUTED_VELOCITY)
effectivePositionOS -= inputMesh.precomputedVelocity;
#endif
#if defined(HAVE_MESH_MODIFICATION)
AttributesMesh previousMesh = defaultMesh;
previousMesh.positionOS = effectivePositionOS ;
PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
float3 curTime = _TimeParameters.xyz;
previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
_TimeParameters.xyz = curTime;
float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
#else
float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
#endif
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
#endif
VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
}
#endif
outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1;
outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw);
outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
#endif
return outputPackedVaryingsMeshToPS;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float3 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float3 previousPositionOS : TEXCOORD4;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
float3 precomputedVelocity : TEXCOORD5;
#endif
#endif
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl Vert ( AttributesMesh v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.positionOS = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
o.previousPositionOS = v.previousPositionOS;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = v.precomputedVelocity;
#endif
#endif
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
float3 cameraPos = 0;
#else
float3 cameraPos = _WorldSpaceCameraPos;
#endif
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
AttributesMesh o = (AttributesMesh) 0;
o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
#if defined (_ADD_PRECOMPUTED_VELOCITY)
o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
#endif
#endif
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
PackedVaryingsMeshToPS Vert ( AttributesMesh v )
{
return VertexFunction( v );
}
#endif
void Frag(PackedVaryingsMeshToPS packedInput,
#ifdef OUTPUT_SPLIT_LIGHTING
out float4 outColor : SV_Target0,
out float4 outDiffuseLighting : SV_Target1,
OUTPUT_SSSBUFFER(outSSSBuffer)
#else
out float4 outColor : SV_Target0
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
, out float4 outMotionVec : SV_Target1
#endif
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
UNITY_SETUP_INSTANCE_ID( packedInput );
float3 positionRWS = packedInput.interp00.xyz;
float3 normalWS = packedInput.interp01.xyz;
float4 tangentWS = packedInput.interp02.xyzw;
FragInputs input;
ZERO_INITIALIZE(FragInputs, input);
input.tangentToWorld = k_identity3x3;
input.positionSS = packedInput.positionCS;
input.positionRWS = positionRWS;
input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
input.texCoord1 = packedInput.interp03.xyzw;
input.texCoord2 = packedInput.interp04.xyzw;
#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
#elif SHADER_STAGE_FRAGMENT
#if defined(ASE_NEED_CULLFACE)
input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
#endif
#endif
half isFrontFace = input.isFrontFace;
input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize ();
PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex );
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
float2 uv_MainTex = packedInput.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_g147 = _AlbedoRemapper;
float3 temp_output_16_0_g144 = _Color.rgb;
float temp_output_12_0_g144 = ( 1.0 - _HairVariationHardness );
float temp_output_14_0_g144 = ( packedInput.ase_texcoord7.xy.y + _HairVariationPosition );
float smoothstepResult2_g144 = smoothstep( _HairVariationHardness , temp_output_12_0_g144 , temp_output_14_0_g144);
float2 temp_output_25_0_g146 = packedInput.ase_texcoord7.xy;
float2 break56_g146 = frac( temp_output_25_0_g146 );
float3 lerpResult6_g144 = lerp( (_HairVariationColor).rgb , temp_output_16_0_g144 , saturate( ( smoothstepResult2_g144 + ( ( 1.0 - saturate( ( step( ( 1.0 - break56_g146.x ) , 0.55 ) + step( ( 1.0 - break56_g146.y ) , 0.45 ) + step( break56_g146.x , 0.0 ) + step( break56_g146.y , 0.0 ) ) ) ) * _HairMode ) ) ));
float3 lerpResult9_g144 = lerp( temp_output_16_0_g144 , lerpResult6_g144 , _HairVariationBlend);
float3 temp_output_1302_0 = ( ( ( lerpResult1446 * ( ( _AlbedoRemapper + _AlbedoMax ) - temp_output_7_0_g147 ) ) + temp_output_7_0_g147 ) * lerpResult9_g144 );
float3 normalizedWorldNormal = normalize( normalWS );
float3 T77_g149 = cross( tangentWS.xyz , normalizedWorldNormal );
float2 appendResult5_g149 = (float2(( packedInput.ase_texcoord7.xy.x * _NoiseFrequency ) , packedInput.ase_texcoord7.xy.y));
float simpleNoise6_g149 = SimpleNoise( appendResult5_g149*10.0 );
simpleNoise6_g149 = simpleNoise6_g149*2 - 1;
float smoothstepResult7_g149 = smoothstep( -0.3 , 0.6 , simpleNoise6_g149);
float hairnoise79_g149 = smoothstepResult7_g149;
float2 uv_BumpMap = packedInput.ase_texcoord7.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float2 uv0_MainTex = packedInput.ase_texcoord7.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( UnpackNormalmapRGorAG( 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 normal1334 = clampResult1339;
float3 temp_output_83_0_g149 = normal1334;
float3 normal107_g149 = temp_output_83_0_g149;
float NoiseFX78_g149 = ( hairnoise79_g149 * temp_output_1492_0 * ( (normal107_g149).y + _NoiseSpread ) * _NoiseSpread );
float3 appendResult22_g149 = (float3(SafeNormalize(-_DirectionalLightDatas[0].forward).x , ( NoiseFX78_g149 + SafeNormalize(-_DirectionalLightDatas[0].forward).y + _HighlightPosition ) , SafeNormalize(-_DirectionalLightDatas[0].forward).z));
float3 normalizeResult29_g149 = normalize( ( appendResult22_g149 + V ) );
float3 HL130_g149 = normalizeResult29_g149;
float dotResult36_g149 = dot( T77_g149 , HL130_g149 );
float sinTHL147_g149 = sqrt( ( 1.0 - ( dotResult36_g149 * dotResult36_g149 ) ) );
float3 temp_output_65_0_g149 = ( (_HighlightColor).rgb * pow( sinTHL147_g149 , exp2( _HighlightExponent ) ) * _HighlightIntensity );
float3 appendResult20_g149 = (float3(SafeNormalize(-_DirectionalLightDatas[0].forward).x , ( NoiseFX78_g149 + SafeNormalize(-_DirectionalLightDatas[0].forward).y + _SecondaryHighlightPosition ) , SafeNormalize(-_DirectionalLightDatas[0].forward).z));
float3 normalizeResult28_g149 = normalize( ( appendResult20_g149 + V ) );
float3 HL231_g149 = normalizeResult28_g149;
float dotResult37_g149 = dot( T77_g149 , HL231_g149 );
float sinTHL246_g149 = sqrt( ( 1.0 - ( dotResult37_g149 * dotResult37_g149 ) ) );
float3 ase_worldBitangent = packedInput.ase_texcoord8.xyz;
float3 tanToWorld0 = float3( tangentWS.xyz.x, ase_worldBitangent.x, normalWS.x );
float3 tanToWorld1 = float3( tangentWS.xyz.y, ase_worldBitangent.y, normalWS.y );
float3 tanToWorld2 = float3( tangentWS.xyz.z, ase_worldBitangent.z, normalWS.z );
float3 tanNormal73_g149 = temp_output_83_0_g149;
float3 worldNormal73_g149 = normalize( float3(dot(tanToWorld0,tanNormal73_g149), dot(tanToWorld1,tanNormal73_g149), dot(tanToWorld2,tanNormal73_g149)) );
float dotResult76_g149 = dot( SafeNormalize(-_DirectionalLightDatas[0].forward) , worldNormal73_g149 );
float smoothstepResult62_g149 = smoothstep( -1.0 , 0.0 , dotResult36_g149);
float dirAtten64_g149 = smoothstepResult62_g149;
float3 normalizeResult1505 = normalize( temp_output_1302_0 );
float3 tanNormal24_g148 = normal1334;
float3 worldNormal24_g148 = normalize( float3(dot(tanToWorld0,tanNormal24_g148), dot(tanToWorld1,tanNormal24_g148), dot(tanToWorld2,tanNormal24_g148)) );
float dotResult20_g148 = dot( V , -( SafeNormalize(-_DirectionalLightDatas[0].forward) + ( worldNormal24_g148 * _SSSDistortion ) ) );
float temp_output_22_0_g148 = pow( saturate( dotResult20_g148 ) , _SSSPower );
float2 uv_ThicknessMap = packedInput.ase_texcoord7.xy * _ThicknessMap_ST.xy + _ThicknessMap_ST.zw;
float3 temp_output_1111_0 = saturate( ( temp_output_1302_0 + saturate( ( ( temp_output_65_0_g149 + ( (_SecondaryHighlightColor).rgb * pow( sinTHL246_g149 , exp2( _SecondaryHighlightExponent ) ) * _SecondaryHighlightIntensity ) ) * ( dotResult76_g149 * dotResult76_g149 * dotResult76_g149 ) * dirAtten64_g149 * _HairBlend ) ) + ( normalizeResult1505 * ( temp_output_22_0_g148 * _SSSIntensity * (_SSSColor).rgb * (tex2D( _ThicknessMap, uv_ThicknessMap )).rgb ) ) ) );
float3 emission945 = ( temp_output_1111_0 * _Emission );
float temp_output_5_0_g150 = ( saturate( ( hairnoise79_g149 + _HairGloss ) ) * _HairGloss );
float opacitymask1462 = saturate( ( tex2DNode4.a * _OpacityMaskMultiplier ) );
surfaceDescription.Albedo = temp_output_1111_0;
surfaceDescription.Normal = normal1334;
surfaceDescription.BentNormal = float3( 0, 0, 1 );
surfaceDescription.CoatMask = 0;
surfaceDescription.Metallic = _Metallic;
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceDescription.Specular = 0;
#endif
surfaceDescription.Emission = emission945;
surfaceDescription.Smoothness = ( temp_output_5_0_g150 + ( _Smoothness * ( 1.0 - temp_output_5_0_g150 ) ) );
surfaceDescription.Occlusion = ( 1.0 - _AOIntensity );
surfaceDescription.Alpha = opacitymask1462;
#ifdef _ALPHATEST_ON
surfaceDescription.AlphaClipThreshold = 0.5;
#endif
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
surfaceDescription.SpecularAAScreenSpaceVariance = 0;
surfaceDescription.SpecularAAThreshold = 0;
#endif
#ifdef _SPECULAR_OCCLUSION_CUSTOM
surfaceDescription.SpecularOcclusion = 0;
#endif
#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
surfaceDescription.Thickness = 1;
#endif
#ifdef _HAS_REFRACTION
surfaceDescription.RefractionIndex = 1;
surfaceDescription.RefractionColor = float3( 1, 1, 1 );
surfaceDescription.RefractionDistance = 0;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceDescription.SubsurfaceMask = 1;
#endif
#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
surfaceDescription.DiffusionProfile = 0;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceDescription.Anisotropy = 1;
surfaceDescription.Tangent = float3( 1, 0, 0 );
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceDescription.IridescenceMask = 0;
surfaceDescription.IridescenceThickness = 0;
#endif
#ifdef _ASE_BAKEDGI
surfaceDescription.BakedGI = 0;
#endif
#ifdef _ASE_BAKEDBACKGI
surfaceDescription.BakedBackGI = 0;
#endif
#ifdef _DEPTHOFFSET_ON
surfaceDescription.DepthOffset = 0;
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
#ifdef DEBUG_DISPLAY
#ifdef OUTPUT_SPLIT_LIGHTING
outDiffuseLighting = 0;
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
bool viewMaterial = false;
int bufferSize = int(_DebugViewMaterialArray[0]);
if (bufferSize != 0)
{
bool needLinearToSRGB = false;
float3 result = float3(1.0, 0.0, 1.0);
for (int index = 1; index <= bufferSize; index++)
{
int indexMaterialProperty = int(_DebugViewMaterialArray[index]);
if (indexMaterialProperty != 0)
{
viewMaterial = true;
GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
}
}
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outColor = float4(result, 1.0);
}
if (!viewMaterial)
{
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
{
float3 result = float3(0.0, 0.0, 0.0);
GetPBRValidatorDebug(surfaceData, result);
outColor = float4(result, 1.0f);
}
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
else
#endif
{
#ifdef _SURFACE_TYPE_TRANSPARENT
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
#ifdef OUTPUT_SPLIT_LIGHTING
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outColor = float4(specularLighting, 1.0);
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
}
else
{
outColor = float4(diffuseLighting + specularLighting, 1.0);
outDiffuseLighting = 0;
}
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#else
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z);
float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z);
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
if (!forceNoMotion)
{
float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS);
EncodeMotionVector(motionVec * 0.5, outMotionVec);
outMotionVec.zw = 1.0;
}
#endif
}
#ifdef DEBUG_DISPLAY
}
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}
ENDHLSL
}
}
CustomEditor "UnityEditor.Rendering.HighDefinition.HDLitGUI"
}
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