Shader /*ase_name*/ "Hidden/Built-In/Lit" /*end*/ { Properties { /*ase_props*/ //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 //_SpecularHighlights("Specular Highlights", Float) = 1.0 //_GlossyReflections("Reflections", Float) = 1.0 //_InstancedTerrainNormals("Specular Highlights", Float) = 1.0 } SubShader { /*ase_subshader_options:Name=Additional Options Option:Category,InvertActionOnDeselection:Geometry,Terrain,Impostor:Geometry Geometry:SetDefine:ASE_GEOMETRY Terrain:SetDefine:ASE_TERRAIN Terrain:ShowOption: Instanced Terrain Normals Impostor:SetDefine:ASE_IMPOSTOR Option: Instanced Terrain Normals:Force Vertex,Force Pixel,Material Option:Force Pixel Force Vertex?Category=Terrain:SetShaderProperty:_InstancedTerrainNormals,//[KeywordEnum(Vertex, Pixel)] _InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 Force Pixel?Category=Terrain:SetDefine:ForwardBase:_INSTANCEDTERRAINNORMALS_PIXEL Force Pixel?Category=Terrain:SetDefine:ForwardAdd:_INSTANCEDTERRAINNORMALS_PIXEL Force Pixel?Category=Terrain:SetDefine:Deferred:_INSTANCEDTERRAINNORMALS_PIXEL Force Pixel?Category=Terrain:SetShaderProperty:_InstancedTerrainNormals,//[KeywordEnum(Vertex, Pixel)] _InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 Material Option?Category=Terrain:SetDefine:ForwardBase:pragma shader_feature _INSTANCEDTERRAINNORMALS_PIXEL Material Option?Category=Terrain:SetDefine:ForwardAdd:pragma shader_feature _INSTANCEDTERRAINNORMALS_PIXEL Material Option?Category=Terrain:SetDefine:Deferred:pragma shader_feature _INSTANCEDTERRAINNORMALS_PIXEL Material Option?Category=Terrain:SetShaderProperty:_InstancedTerrainNormals,[KeywordEnum(Vertex, Pixel)] _InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 Option:Workflow:Specular,Metallic,BlinnPhong,Lambert:Metallic Specular:SetDefine:_SPECULAR_SETUP 1 Specular:RemoveDefine:ASE_LIGHTING_SIMPLE 1 Specular:ShowPort:Specular Specular:HidePort:Metallic Specular:ShowPort:Smoothness Specular:ShowPort:Occlusion Metallic:RemoveDefine:_SPECULAR_SETUP 1 Metallic:RemoveDefine:ASE_LIGHTING_SIMPLE 1 Metallic:HidePort:Specular Metallic:ShowPort:Metallic Metallic:ShowPort:Smoothness Metallic:ShowPort:Occlusion BlinnPhong:SetDefine:_SPECULAR_SETUP 1 BlinnPhong:SetDefine:ASE_LIGHTING_SIMPLE 1 BlinnPhong:ShowPort:Specular BlinnPhong:HidePort:Metallic BlinnPhong:ShowPort:Smoothness BlinnPhong:HidePort:Occlusion Lambert:RemoveDefine:_SPECULAR_SETUP 1 Lambert:SetDefine:ASE_LIGHTING_SIMPLE 1 Lambert:HidePort:Specular Lambert:HidePort:Metallic Lambert:HidePort:Smoothness Lambert:HidePort:Occlusion Option:Surface:Opaque,Transparent:Opaque Opaque:SetPropertyOnSubShader:RenderType,Opaque Opaque:SetPropertyOnSubShader:RenderQueue,Geometry Opaque:SetPropertyOnSubShader:ZWrite,On Opaque:HideOption: Blend Opaque:HideOption: Dither Shadows Transparent:SetPropertyOnSubShader:RenderType,Transparent Transparent:SetPropertyOnSubShader:RenderQueue,Transparent Transparent:SetPropertyOnSubShader:ZWrite,Off Transparent:ShowOption: Blend Transparent:ShowOption: Dither Shadows Option: Blend:Alpha,Premultiply,Additive,Multiply,Translucent,Custom:Alpha Alpha:SetPropertyOnPass:ForwardBase:BlendRGB,SrcAlpha,OneMinusSrcAlpha Alpha:SetPropertyOnPass:ForwardAdd:BlendRGB,SrcAlpha,One Alpha:SetDefine:_ALPHABLEND_ON 1 Premultiply:SetPropertyOnPass:ForwardBase:BlendRGB,One,OneMinusSrcAlpha disable,Premultiply,Additive,Multiply,Translucent,Custom:SetPropertyOnPass:ForwardAdd:BlendRGB,One,One Premultiply:SetDefine:_ALPHAPREMULTIPLY_ON 1 Additive:SetPropertyOnPass:ForwardBase:BlendRGB,One,One Multiply:SetPropertyOnPass:ForwardBase:BlendRGB,DstColor,Zero disable,Premultiply,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHABLEND_ON 1 disable,Alpha,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHAPREMULTIPLY_ON 1 disable,Translucent:SetPropertyOnPass:ForwardBase:BlendRGB,One,Zero Option: Dither Shadows:false,true:true true:SetDefine:UNITY_STANDARD_USE_DITHER_MASK 1 false,disable:RemoveDefine:UNITY_STANDARD_USE_DITHER_MASK 1 Option:Two Sided:On,Cull Back,Cull Front:Cull Back On:SetPropertyOnSubShader:CullMode,Off Cull Back:SetPropertyOnSubShader:CullMode,Back Cull Front:SetPropertyOnSubShader:CullMode,Front Option:Alpha Clipping:false,true:false true:ShowOption: Use Shadow Threshold true:ShowPort:ForwardBase:Alpha Clip Threshold true:SetDefine:pragma multi_compile_local _ALPHATEST_ON false:HideOption: Use Shadow Threshold false:HidePort:ForwardBase:Alpha Clip Threshold false:RemoveDefine:pragma multi_compile_local _ALPHATEST_ON Option: Use Shadow Threshold:false,true:false true:SetDefine:_ALPHATEST_SHADOW_ON 1 true:ShowPort:ForwardBase:Alpha Clip Threshold Shadow true:SetShaderProperty:_UseShadowThreshold,1 false,disable:RemoveDefine:_ALPHATEST_SHADOW_ON 1 false,disable:HidePort:ForwardBase:Alpha Clip Threshold Shadow Option:Deferred Pass:false,true:true true:IncludePass:Deferred false:ExcludePass:Deferred Option:Normal Space,InvertActionOnDeselection:Tangent,Object,World:Tangent Tangent:SetDefine:ASE_FRAGMENT_NORMAL 0 Tangent:SetPortName:ForwardBase:_Normal,Normal Object:SetDefine:ASE_FRAGMENT_NORMAL 1 Object:SetPortName:ForwardBase:_Normal,Normal OS World:SetDefine:ASE_FRAGMENT_NORMAL 2 World:SetPortName:ForwardBase:_Normal,Normal WS Option:Transmission:false,true:false false:RemoveDefine:ASE_TRANSMISSION 1 false:HidePort:ForwardBase:Transmission false:HideOption: Transmission Shadow true:SetDefine:ASE_TRANSMISSION 1 true:ShowPort:ForwardBase:Transmission true:ShowOption: Transmission Shadow true:SetOption:Deferred Pass,0 Field: Transmission Shadow:Float:0.5:0:1:_TransmissionShadow Change:SetMaterialProperty:_TransmissionShadow Change:SetShaderProperty:_TransmissionShadow,_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TransmissionShadow,//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 Option:Translucency:false,true:false false:RemoveDefine:ASE_TRANSLUCENCY 1 false:HidePort:ForwardBase:Translucency false:HideOption: Translucency Strength false:HideOption: Normal Distortion false:HideOption: Scattering false:HideOption: Direct false:HideOption: Ambient false:HideOption: Shadow true:SetDefine:ASE_TRANSLUCENCY 1 true:ShowPort:ForwardBase:Translucency true:ShowOption: Translucency Strength true:ShowOption: Normal Distortion true:ShowOption: Scattering true:ShowOption: Direct true:ShowOption: Ambient true:ShowOption: Shadow true:SetOption:Deferred Pass,0 Field: Translucency Strength:Float:1:0:50:_TransStrength Change:SetMaterialProperty:_TransStrength Change:SetShaderProperty:_TransStrength,_TransStrength( "Strength", Range( 0, 50 ) ) = 1 Inline,disable:SetShaderProperty:_TransStrength,//_TransStrength( "Strength", Range( 0, 50 ) ) = 1 Field: Normal Distortion:Float:0.5:0:1:_TransNormal Change:SetMaterialProperty:_TransNormal Change:SetShaderProperty:_TransNormal,_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TransNormal,//_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5 Field: Scattering:Float:2:1:50:_TransScattering Change:SetMaterialProperty:_TransScattering Change:SetShaderProperty:_TransScattering,_TransScattering( "Scattering", Range( 1, 50 ) ) = 2 Inline,disable:SetShaderProperty:_TransScattering,//_TransScattering( "Scattering", Range( 1, 50 ) ) = 2 Field: Direct:Float:0.9:0:1:_TransDirect Change:SetMaterialProperty:_TransDirect Change:SetShaderProperty:_TransDirect,_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9 Inline,disable:SetShaderProperty:_TransDirect,//_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9 Field: Ambient:Float:0.1:0:1:_TransAmbient Change:SetMaterialProperty:_TransAmbient Change:SetShaderProperty:_TransAmbient,_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1 Inline,disable:SetShaderProperty:_TransAmbient,//_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1 Field: Shadow:Float:0.5:0:1:_TransShadow Change:SetMaterialProperty:_TransShadow Change:SetShaderProperty:_TransShadow,_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TransShadow,//_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5 Option:Cast Shadows:false,true:true true:IncludePass:ShadowCaster false,disable:ExcludePass:ShadowCaster true:ShowOption: Use Shadow Threshold false:HideOption: Use Shadow Threshold Option:Receive Shadows:false,true:true true:SetDefine:ASE_RECEIVE_SHADOWS false:RemoveDefine:ASE_RECEIVE_SHADOWS Option:Receive Specular:Force Off,Force On,Material Toggle:Material Toggle Force On:RemoveDefine:ForwardBase:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Force On:RemoveDefine:ForwardAdd:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Force On:RemoveDefine:Deferred:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Force On:RemoveDefine:ForwardBase:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Force On:RemoveDefine:ForwardAdd:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Force On:RemoveDefine:Deferred:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Force On:SetShaderProperty:_SpecularHighlights,//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 Force Off:RemoveDefine:ForwardBase:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Force Off:RemoveDefine:ForwardAdd:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Force Off:RemoveDefine:Deferred:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Force Off:SetDefine:ForwardBase:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Force Off:SetDefine:ForwardAdd:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Force Off:SetDefine:Deferred:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Force Off:SetShaderProperty:_SpecularHighlights,//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 Material Toggle:SetDefine:ForwardBase:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Material Toggle:SetDefine:ForwardAdd:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Material Toggle:SetDefine:Deferred:pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF Material Toggle:RemoveDefine:ForwardBase:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Material Toggle:RemoveDefine:ForwardAdd:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Material Toggle:RemoveDefine:Deferred:pragma multi_compile_local_fragment _SPECULARHIGHLIGHTS_OFF Material Toggle:SetShaderProperty:_SpecularHighlights,[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 Option:Receive Reflections:Force Off,Force On,Material Toggle:Material Toggle Force On:RemoveDefine:ForwardBase:pragma multi_compile_local_fragment _GLOSSYREFLECTIONS_OFF Force On:RemoveDefine:Deferred:pragma multi_compile_local_fragment _GLOSSYREFLECTIONS_OFF Force On:RemoveDefine:ForwardBase:pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF Force On:RemoveDefine:Deferred:pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF Force On:SetShaderProperty:_GlossyReflections,//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 Force Off:RemoveDefine:ForwardBase:pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF Force Off:RemoveDefine:Deferred:pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF Force Off:SetDefine:ForwardBase:pragma multi_compile_local_fragment _GLOSSYREFLECTIONS_OFF Force Off:SetDefine:Deferred:pragma multi_compile_local_fragment _GLOSSYREFLECTIONS_OFF Force Off:SetShaderProperty:_GlossyReflections,//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 Material Toggle:SetDefine:ForwardBase:pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF Material Toggle:SetDefine:Deferred:pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF Material Toggle:RemoveDefine:ForwardBase:pragma multi_compile_local_fragment _GLOSSYREFLECTIONS_OFF Material Toggle:RemoveDefine:Deferred:pragma multi_compile_local_fragment _GLOSSYREFLECTIONS_OFF Material Toggle:SetShaderProperty:_GlossyReflections,[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 Option:GPU Instancing:false,true:true true:SetDefine:pragma multi_compile_instancing false:RemoveDefine:pragma multi_compile_instancing Option:LOD CrossFade:false,true:true true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE Option:Built-in Fog:false,true:true true:SetDefine:ExtraPrePass:pragma multi_compile_fog true:SetDefine:ForwardBase:pragma multi_compile_fog true:SetDefine:ForwardAdd:pragma multi_compile_fog true:SetDefine:ASE_FOG false:SetDefine:ExtraPrePass:pragma multi_compile_fog false:SetDefine:ForwardBase:pragma multi_compile_fog false:SetDefine:ForwardAdd:pragma multi_compile_fog false:SetDefine:ASE_FOG Option:Ambient Light:false,true:true true:RemoveDefine:ASE_NO_AMBIENT 1 false:SetDefine:ASE_NO_AMBIENT 1 Option:Meta Pass:false,true:true true:IncludePass:Meta false,disable:ExcludePass:Meta Option:Add Pass:false,true:true true:IncludePass:ForwardAdd false,disable:ExcludePass:ForwardAdd Option:Override Baked GI:false,true:false true:ShowPort:ForwardBase:Baked GI false:HidePort:ForwardBase:Baked GI true:SetDefine:ASE_BAKEDGI 1 false:RemoveDefine:ASE_BAKEDGI 1 Option:Write Depth:false,true:false true:SetDefine:ASE_DEPTH_WRITE_ON true:ShowPort:ForwardBase:_DeviceDepth false,disable:RemoveDefine:ASE_DEPTH_WRITE_ON false,disable:HidePort:ForwardBase:_DeviceDepth Option:Extra Pre Pass:false,true:false true:IncludePass:ExtraPrePass false,disable:ExcludePass:ExtraPrePass Option:Tessellation:false,true:false true:SetDefine:ASE_TESSELLATION 1 true:SetDefine:pragma require tessellation tessHW true:SetDefine:pragma hull HullFunction true:SetDefine:pragma domain DomainFunction true:ShowOption: Phong true:ShowOption: Type false,disable:RemoveDefine:ASE_TESSELLATION 1 false,disable:RemoveDefine:pragma require tessellation tessHW false,disable:RemoveDefine:pragma hull HullFunction false,disable:RemoveDefine:pragma domain DomainFunction false,disable:HideOption: Phong false,disable:HideOption: Type Option: Phong:false,true:false true:SetDefine:ASE_PHONG_TESSELLATION false,disable:RemoveDefine:ASE_PHONG_TESSELLATION true:ShowOption: Strength false,disable:HideOption: Strength Field: Strength:Float:0.5:0:1:_TessPhongStrength Change:SetMaterialProperty:_TessPhongStrength Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed Fixed:SetDefine:ASE_FIXED_TESSELLATION Fixed,Distance Based:ShowOption: Tess Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION Distance Based:ShowOption: Min Distance Based:ShowOption: Max Edge Length:SetDefine:ASE_LENGTH_TESSELLATION Edge Length,Edge Length Cull:ShowOption: Edge Length Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION Edge Length Cull:ShowOption: Max Displacement disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION disable,Edge Length,Edge Length Cull:HideOption: Tess disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max disable,Fixed,Distance Based:HideOption: Edge Length disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement Field: Tess:Float:16:1:32:_TessValue Change:SetMaterialProperty:_TessValue Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Field: Min:Float:10:_TessMin Change:SetMaterialProperty:_TessMin Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10 Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10 Field: Max:Float:25:_TessMax Change:SetMaterialProperty:_TessMax Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25 Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25 Field: Edge Length:Float:16:2:50:_TessEdgeLength Change:SetMaterialProperty:_TessEdgeLength Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Field: Max Displacement:Float:25:_TessMaxDisp Change:SetMaterialProperty:_TessMaxDisp Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25 Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25 Option:Disable Batching:False,True,LOD Fading:False False:SetPropertyOnSubShader:DisableBatching,False True:SetPropertyOnSubShader:DisableBatching,True LOD Fading:SetPropertyOnSubShader:DisableBatching,LODFading Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:ForwardBase:15,Vertex Position Relative:SetPortName:ForwardBase:15,Vertex Offset Absolute:SetPortName:ExtraPrePass:3,Vertex Position Relative:SetPortName:ExtraPrePass:3,Vertex Offset */ /*ase_unity_cond_begin:<=10000000*/ // A list of master node input port IDs; will be excluded from generated shaders. // 0 => Frag: Albedo // 1 => Frag: Normal // 2 => Frag: Emission // 3 => Frag: Specular // 4 => Frag: Metallic // 5 => Frag: Smoothness // 6 => Frag: Occlusion // 7 => Frag: Alpha // 8 => Frag: Alpha Clip Threshold // 9 => Frag: Alpha Clip Threshold Shadow // 10 => Frag: Baked GI // 13 => Frag: Transmission // 14 => Frag: Translucency // 15 => Vert: Vertex Offset // 16 => Vert: Vertex Normal // 17 => Vert: Vertex Tangent // 28 => Frag: Depth /*ase_unity_cond_end*/ Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "DisableBatching" = "False" } LOD 0 Cull Back AlphaToMask Off ZWrite On ZTest LEqual ColorMask RGBA /*ase_stencil*/ /*ase_all_modules*/ CGINCLUDE #pragma target 3.5 float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth ) { float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 ); #if UNITY_UV_STARTS_AT_TOP positionCS.y = -positionCS.y; #endif return positionCS; } ENDCG /*ase_pass*/ Pass { Name "ExtraPrePass" Tags { "LightMode" = "ForwardBase" } Blend One Zero Cull Back ZWrite On ZTest LEqual Offset 0,0 ColorMask RGBA /*ase_stencil*/ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #ifndef UNITY_PASS_FORWARDBASE #define UNITY_PASS_FORWARDBASE #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float4 positionWS : TEXCOORD0; // xyz = positionWS, w = fogCoord half3 normalWS : TEXCOORD1; half4 tangentWS : TEXCOORD2; UNITY_LIGHTING_COORDS( 3, 4 ) /*ase_interp(5,):sp=sp;wp=tc0.xyz;wn=tc1.xyz;wt=tc2.xyz*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexP*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormalP*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangentP*/v.tangent/*end*/; float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 normalWS = UnityObjectToWorldNormal( v.normal ); half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); o.pos = UnityObjectToClipPos( v.vertex ); o.positionWS.xyz = positionWS; o.normalWS = normalWS; o.tangentWS = half4( tangentWS, v.tangent.w ); UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #if defined( ASE_FOG ) o.positionWS.w = o.pos.z; #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; half4 tangent : TANGENT; half3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif half4 frag( v2f IN /*ase_frag_input*/ #if defined( ASE_DEPTH_WRITE_ON ) , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(ASE_LIGHTING_SIMPLE) SurfaceOutput o = (SurfaceOutput)0; #else #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif #endif half atten; { #if defined( ASE_RECEIVE_SHADOWS ) UNITY_LIGHT_ATTENUATION( temp, IN, IN.positionWS.xyz ) atten = temp; #else atten = 1; #endif } /*ase_local_var:wp*/float3 PositionWS = IN.positionWS.xyz; /*ase_local_var:wvd*/half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); /*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); /*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos ); /*ase_local_var:wn*/half3 NormalWS = IN.normalWS; /*ase_local_var:wt*/half3 TangentWS = IN.tangentWS.xyz; /*ase_local_var:wbt*/half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; /*ase_local_var:latt*/half3 LightAtten = atten; float FogCoord = IN.positionWS.w; /*ase_frag_code:IN=v2f*/ half3 Color = /*ase_frag_out:Color;Float3;0;-1;_ColorP*/half3( 0, 0, 0 )/*end*/; half Alpha = /*ase_frag_out:Alpha;Float;1;-1;_AlphaP*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClipP*/0.5/*end*/; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = /*ase_frag_out:Depth;Float;28;-1;_DeviceDepth*/IN.pos.z/*end*/; #endif half4 c = half4( Color, Alpha ); #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif #if defined( ASE_FOG ) UNITY_APPLY_FOG( FogCoord, c ); #endif return c; } ENDCG } /*ase_pass*/ Pass { /*ase_main_pass*/ Name "ForwardBase" Tags { "LightMode" = "ForwardBase" } Blend One Zero CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #ifndef UNITY_PASS_FORWARDBASE #define UNITY_PASS_FORWARDBASE #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif /*ase_pragma*/ struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv0=tc0.xyzw;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float4 positionWS : TEXCOORD0; // xyz = positionWS, w = fogCoord half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL half4 ambientOrLightmapUV : TEXCOORD3; UNITY_LIGHTING_COORDS( 4, 5 ) /*ase_interp(6,):sp=sp;wp=tc0.xyz;wn=tc1.xyz;wt=tc2.xyz*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction( appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 normalWS = UnityObjectToWorldNormal( v.normal ); half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); o.pos = UnityObjectToClipPos( v.vertex ); o.positionWS.xyz = positionWS; o.normalWS = normalWS; o.tangentWS = half4( tangentWS, v.tangent.w ); o.ambientOrLightmapUV = 0; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #elif UNITY_SHOULD_SAMPLE_SH #ifdef VERTEXLIGHT_ON o.ambientOrLightmapUV.rgb += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, positionWS, normalWS ); #endif o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb ); #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.tangentWS.zw = v.texcoord.xy; o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #if defined( ASE_FOG ) o.positionWS.w = o.pos.z; #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; half4 tangent : TANGENT; half3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif half4 frag( v2f IN /*ase_frag_input*/ #if defined( ASE_DEPTH_WRITE_ON ) , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(ASE_LIGHTING_SIMPLE) SurfaceOutput o = (SurfaceOutput)0; #else #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif #endif half atten; { #if defined( ASE_RECEIVE_SHADOWS ) UNITY_LIGHT_ATTENUATION( temp, IN, IN.positionWS.xyz ) atten = temp; #else atten = 1; #endif } /*ase_local_var:wp*/float3 PositionWS = IN.positionWS.xyz; /*ase_local_var:wvd*/half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); /*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); /*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos ); /*ase_local_var:wn*/half3 NormalWS = IN.normalWS; /*ase_local_var:wt*/half3 TangentWS = IN.tangentWS.xyz; /*ase_local_var:wbt*/half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; /*ase_local_var:latt*/half3 LightAtten = atten; float FogCoord = IN.positionWS.w; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/half3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/half3( 0, 0, 1 )/*end*/; half3 Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/half3( 0, 0, 0 )/*end*/; half Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/; half Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/; half Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/; #if defined(ASE_LIGHTING_SIMPLE) o.Specular = Specular.x; o.Gloss = Smoothness; #else #if defined(_SPECULAR_SETUP) o.Specular = Specular; #else o.Metallic = Metallic; #endif o.Occlusion = Occlusion; o.Smoothness = Smoothness; #endif o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; half AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;9;-1;_AlphaClipShadow*/0.5/*end*/; half3 BakedGI = /*ase_frag_out:Baked GI;Float3;10;-1;_BakedGI*/0/*end*/; half3 Transmission = /*ase_frag_out:Transmission;Float3;13;-1;_Transmission*/1/*end*/; half3 Translucency = /*ase_frag_out:Translucency;Float3;14;-1;_Translucency*/1/*end*/; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = /*ase_frag_out:Depth;Float;28;-1;_DeviceDepth*/IN.pos.z/*end*/; #endif #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #if defined( ASE_CHANGES_WORLD_POS ) { #if defined( ASE_RECEIVE_SHADOWS ) UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS ) LightAtten = temp; #else LightAtten = 1; #endif } #endif #if ( ASE_FRAGMENT_NORMAL == 0 ) o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); #elif ( ASE_FRAGMENT_NORMAL == 1 ) o.Normal = UnityObjectToWorldNormal( o.Normal ); #elif ( ASE_FRAGMENT_NORMAL == 2 ) // @diogo: already in world-space; do nothing #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif #ifndef USING_DIRECTIONAL_LIGHT half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); #else half3 lightDir = _WorldSpaceLightPos0.xyz; #endif UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = PositionWS; giInput.worldViewDir = ViewDirWS; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.ambientOrLightmapUV; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.ambientOrLightmapUV.rgb; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif #if defined(ASE_LIGHTING_SIMPLE) #if defined(_SPECULAR_SETUP) LightingBlinnPhong_GI(o, giInput, gi); #else LightingLambert_GI(o, giInput, gi); #endif #else #if defined(_SPECULAR_SETUP) LightingStandardSpecular_GI(o, giInput, gi); #else LightingStandard_GI(o, giInput, gi); #endif #endif #ifdef ASE_BAKEDGI gi.indirect.diffuse = BakedGI; #endif #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) gi.indirect.diffuse = 0; #endif half4 c = 0; #if defined(ASE_LIGHTING_SIMPLE) #if defined(_SPECULAR_SETUP) c += LightingBlinnPhong (o, ViewDirWS, gi); #else c += LightingLambert( o, gi ); #endif #else #if defined(_SPECULAR_SETUP) c += LightingStandardSpecular (o, ViewDirWS, gi); #else c += LightingStandard(o, ViewDirWS, gi); #endif #endif #ifdef ASE_TRANSMISSION { half shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/; #ifdef DIRECTIONAL half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else half3 lightAtten = gi.light.color; #endif half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; c.rgb += o.Albedo * transmission; } #endif #ifdef ASE_TRANSLUCENCY { half shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/; half normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/; half scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/; half direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/; half ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/; half strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/; #ifdef DIRECTIONAL half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else half3 lightAtten = gi.light.color; #endif half3 lightDir = gi.light.dir + o.Normal * normal; half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering ); half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; c.rgb += o.Albedo * translucency * strength; } #endif c.rgb += o.Emission; #if defined( ASE_FOG ) UNITY_APPLY_FOG( FogCoord, c ); #endif return c; } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ForwardAdd" Tags { "LightMode"="ForwardAdd" } ZWrite Off Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd_fullshadows #ifndef UNITY_PASS_FORWARDADD #define UNITY_PASS_FORWARDADD #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif /*ase_pragma*/ struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv0=tc0.xyzw;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float4 positionWS : TEXCOORD0; // xyz = positionWS, w = fogCoord half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL UNITY_LIGHTING_COORDS( 3, 4 ) /*ase_interp(5,):sp=sp;wp=tc0.xyz;wn=tc1.xyz*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 normalWS = UnityObjectToWorldNormal( v.normal ); half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); o.pos = UnityObjectToClipPos( v.vertex ); o.positionWS.xyz = positionWS; o.normalWS = normalWS; o.tangentWS = half4( tangentWS, v.tangent.w ); UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #if defined( ASE_FOG ) o.positionWS.w = o.pos.z; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.tangentWS.zw = v.texcoord.xy; o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; half4 tangent : TANGENT; half3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif half4 frag ( v2f IN /*ase_frag_input*/ #if defined( ASE_DEPTH_WRITE_ON ) , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(ASE_LIGHTING_SIMPLE) SurfaceOutput o = (SurfaceOutput)0; #else #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif #endif half atten; { #if defined( ASE_RECEIVE_SHADOWS ) UNITY_LIGHT_ATTENUATION( temp, IN, IN.positionWS.xyz ) atten = temp; #else atten = 1; #endif } /*ase_local_var:wp*/float3 PositionWS = IN.positionWS.xyz; /*ase_local_var:wvd*/half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); /*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); /*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos ); /*ase_local_var:wn*/half3 NormalWS = IN.normalWS; /*ase_local_var:wt*/half3 TangentWS = IN.tangentWS.xyz; /*ase_local_var:wbt*/half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; /*ase_local_var:latt*/half3 LightAtten = atten; float FogCoord = IN.positionWS.w; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/half3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/half3( 0, 0, 1 )/*end*/; half3 Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/half3( 0, 0, 0 )/*end*/; half Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/; half Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/; half Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/; #if defined(ASE_LIGHTING_SIMPLE) o.Specular = Specular.x; o.Gloss = Smoothness; #else #if defined(_SPECULAR_SETUP) o.Specular = Specular; #else o.Metallic = Metallic; #endif o.Occlusion = Occlusion; o.Smoothness = Smoothness; #endif o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; half3 Transmission = /*ase_frag_out:Transmission;Float3;13;-1;_Transmission*/1/*end*/; half3 Translucency = /*ase_frag_out:Translucency;Float3;14;-1;_Translucency*/1/*end*/; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = /*ase_frag_out:Depth;Float;28;-1;_DeviceDepth*/IN.pos.z/*end*/; #endif #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #if defined( ASE_CHANGES_WORLD_POS ) { #if defined( ASE_RECEIVE_SHADOWS ) UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS ) LightAtten = temp; #else LightAtten = 1; #endif } #endif #if ( ASE_FRAGMENT_NORMAL == 0 ) o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); #elif ( ASE_FRAGMENT_NORMAL == 1 ) o.Normal = UnityObjectToWorldNormal( o.Normal ); #elif ( ASE_FRAGMENT_NORMAL == 2 ) // @diogo: already in world-space; do nothing #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif #ifndef USING_DIRECTIONAL_LIGHT half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); #else half3 lightDir = _WorldSpaceLightPos0.xyz; #endif UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.color *= atten; half4 c = 0; #if defined(ASE_LIGHTING_SIMPLE) #if defined(_SPECULAR_SETUP) c += LightingBlinnPhong (o, ViewDirWS, gi); #else c += LightingLambert( o, gi ); #endif #else #if defined(_SPECULAR_SETUP) c += LightingStandardSpecular(o, ViewDirWS, gi); #else c += LightingStandard(o, ViewDirWS, gi); #endif #endif #ifdef ASE_TRANSMISSION { half shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/; #ifdef DIRECTIONAL half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else half3 lightAtten = gi.light.color; #endif half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; c.rgb += o.Albedo * transmission; } #endif #ifdef ASE_TRANSLUCENCY { half shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/; half normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/; half scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/; half direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/; half ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/; half strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/; #ifdef DIRECTIONAL half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else half3 lightAtten = gi.light.color; #endif half3 lightDir = gi.light.dir + o.Normal * normal; half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering ); half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; c.rgb += o.Albedo * translucency * strength; } #endif #if defined( ASE_FOG ) UNITY_APPLY_FOG( FogCoord, c ); #endif return c; } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "Deferred" Tags { "LightMode"="Deferred" } AlphaToMask Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_prepassfinal #ifndef UNITY_PASS_DEFERRED #define UNITY_PASS_DEFERRED #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif /*ase_pragma*/ struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv0=tc0.xyzw;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float4 positionWS : TEXCOORD0; // xyz = positionWS, w = fogCoord half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL half4 ambientOrLightmapUV : TEXCOORD3; /*ase_interp(4,):sp=sp;wp=tc0.xyz;wn=tc1.xyz;wt=tc2.xyz*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif half4 unity_Ambient; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction (appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 normalWS = UnityObjectToWorldNormal( v.normal ); half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz ); o.pos = UnityObjectToClipPos( v.vertex ); o.positionWS.xyz = positionWS; o.normalWS = normalWS; o.tangentWS = half4( tangentWS, v.tangent.w ); o.ambientOrLightmapUV = 0; #ifdef LIGHTMAP_ON o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #elif UNITY_SHOULD_SAMPLE_SH #ifdef VERTEXLIGHT_ON o.ambientOrLightmapUV.rgb += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, positionWS, normalWS ); #endif o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb ); #endif #ifdef DYNAMICLIGHTMAP_ON o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.tangentWS.zw = v.texcoord.xy; o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; half4 tangent : TANGENT; half3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif void frag (v2f IN /*ase_frag_input*/ , out half4 outGBuffer0 : SV_Target0 , out half4 outGBuffer1 : SV_Target1 , out half4 outGBuffer2 : SV_Target2 , out half4 outEmission : SV_Target3 #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) , out half4 outShadowMask : SV_Target4 #endif #if defined( ASE_DEPTH_WRITE_ON ) , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(ASE_LIGHTING_SIMPLE) SurfaceOutput o = (SurfaceOutput)0; #else #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif #endif /*ase_local_var:wp*/float3 PositionWS = IN.positionWS.xyz; /*ase_local_var:wvd*/half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) ); /*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw ); /*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos ); /*ase_local_var:wn*/half3 NormalWS = IN.normalWS; /*ase_local_var:wt*/half3 TangentWS = IN.tangentWS.xyz; /*ase_local_var:wbt*/half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/half3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/half3( 0, 0, 1 )/*end*/; half3 Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/half3( 0, 0, 0 )/*end*/; half Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/; half Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/; half Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/; #if defined(ASE_LIGHTING_SIMPLE) o.Specular = Specular.x; o.Gloss = Smoothness; #else #if defined(_SPECULAR_SETUP) o.Specular = Specular; #else o.Metallic = Metallic; #endif o.Occlusion = Occlusion; o.Smoothness = Smoothness; #endif o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; half3 BakedGI = /*ase_frag_out:Baked GI;Float3;10;-1;_BakedGI*/0/*end*/; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = /*ase_frag_out:Depth;Float;28;-1;_DeviceDepth*/IN.pos.z/*end*/; #endif #if ( ASE_FRAGMENT_NORMAL == 0 ) o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS ); #elif ( ASE_FRAGMENT_NORMAL == 1 ) o.Normal = UnityObjectToWorldNormal( o.Normal ); #elif ( ASE_FRAGMENT_NORMAL == 2 ) // @diogo: already in world-space; do nothing #endif #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif #ifndef USING_DIRECTIONAL_LIGHT half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) ); #else half3 lightDir = _WorldSpaceLightPos0.xyz; #endif UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3( 0, 1, 0 ); UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = PositionWS; giInput.worldViewDir = ViewDirWS; giInput.atten = 1; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.ambientOrLightmapUV; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.ambientOrLightmapUV.rgb; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif #if defined(ASE_LIGHTING_SIMPLE) #if defined(_SPECULAR_SETUP) LightingBlinnPhong_GI(o, giInput, gi); #else LightingLambert_GI(o, giInput, gi); #endif #else #if defined(_SPECULAR_SETUP) LightingStandardSpecular_GI(o, giInput, gi); #else LightingStandard_GI(o, giInput, gi); #endif #endif #ifdef ASE_BAKEDGI gi.indirect.diffuse = BakedGI; #endif #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) gi.indirect.diffuse = 0; #endif #if defined(ASE_LIGHTING_SIMPLE) #if defined(_SPECULAR_SETUP) outEmission = LightingBlinnPhong_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #else outEmission = LightingLambert_Deferred( o, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #endif #else #if defined(_SPECULAR_SETUP) outEmission = LightingStandardSpecular_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #else outEmission = LightingStandard_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #endif #endif #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions( IN.ambientOrLightmapUV.xy, float3( 0, 0, 0 ) ); #endif #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma shader_feature EDITOR_VISUALIZATION #ifndef UNITY_PASS_META #define UNITY_PASS_META #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityMetaPass.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv0=tc0.xyzw;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD0; float4 lightCoord : TEXCOORD1; #endif /*ase_interp(2,):sp=sp*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction( appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert( appdata v ) { return VertexFunction( v ); } #endif half4 frag( v2f IN /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(ASE_LIGHTING_SIMPLE) SurfaceOutput o = (SurfaceOutput)0; #else #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif #endif /*ase_frag_code:IN=v2f*/ o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/half3( 0.5, 0.5, 0.5 )/*end*/; o.Normal = half3( 0, 0, 1 ); o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/; o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; #ifdef EDITOR_VISUALIZATION metaIN.VizUV = IN.vizUV; metaIN.LightCoord = IN.lightCoord; #endif return UnityMetaFragment(metaIN); } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster #ifndef UNITY_PASS_SHADOWCASTER #define UNITY_PASS_SHADOWCASTER #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" /*ase_pragma*/ struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { V2F_SHADOW_CASTER; /*ase_interp(1,):sp=sp*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef UNITY_STANDARD_USE_DITHER_MASK sampler3D _DitherMaskLOD; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction( appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; #if defined( ASE_IMPOSTOR ) // Disable "Normal Bias" because we're rendering billboard impostors and there's no vertex normals. unity_LightShadowBias.z = 0; #endif TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; half4 tangent : TANGENT; half3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert( appdata v ) { return VertexFunction( v ); } #endif half4 frag( v2f IN /*ase_frag_input*/ #if defined( ASE_DEPTH_WRITE_ON ) , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(ASE_LIGHTING_SIMPLE) SurfaceOutput o = (SurfaceOutput)0; #else #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif o.Occlusion = 1; #endif /*ase_frag_code:IN=v2f*/ o.Normal = half3( 0, 0, 1 ); o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; half AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;9;-1;_AlphaClipShadow*/0.5/*end*/; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = /*ase_frag_out:Depth;Float;28;-1;_DeviceDepth*/IN.pos.z/*end*/; #endif #ifdef _ALPHATEST_SHADOW_ON if (unity_LightShadowBias.z != 0.0) clip(o.Alpha - AlphaClipThresholdShadow); #ifdef _ALPHATEST_ON else clip(o.Alpha - AlphaClipThreshold); #endif #else #ifdef _ALPHATEST_ON clip(o.Alpha - AlphaClipThreshold); #endif #endif #ifdef UNITY_STANDARD_USE_DITHER_MASK half alphaRef = tex3D(_DitherMaskLOD, float3(IN.pos.xy*0.25,o.Alpha*0.9375)).a; clip(alphaRef - 0.01); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif SHADOW_CASTER_FRAGMENT(IN) } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "SceneSelectionPass" Tags{ "LightMode" = "SceneSelectionPass" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_fwdbase #ifndef UNITY_PASS_FORWARDBASE #define UNITY_PASS_FORWARDBASE #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" /*ase_pragma*/ int _ObjectId; int _PassValue; struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; /*ase_vdata:p=p;t=t;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float4 positionWS : TEXCOORD0; // xyz = positionWS half3 normalWS : TEXCOORD1; /*ase_interp(2,):sp=sp;wp=tc0.xyz;wn=tc1.xyz*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction( appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 normalWS = UnityObjectToWorldNormal( v.normal ); o.pos = UnityObjectToClipPos( v.vertex ); o.positionWS.xyz = positionWS; o.normalWS = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; half3 normal : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.normal = v.normal; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif half4 frag( v2f IN /*ase_frag_input*/ #if defined( ASE_DEPTH_WRITE_ON ) , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif /*ase_frag_code:IN=v2f*/ half Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = /*ase_frag_out:Depth;Float;28;-1;_DeviceDepth*/IN.pos.z/*end*/; #endif #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif return float4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDCG } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ScenePickingPass" Tags{ "LightMode" = "ScenePickingPass" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_fwdbase #ifndef UNITY_PASS_FORWARDBASE #define UNITY_PASS_FORWARDBASE #endif #include "HLSLSupport.cginc" #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR ) #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" /*ase_pragma*/ float4 _SelectionID; struct appdata { float4 vertex : POSITION; half3 normal : NORMAL; half4 tangent : TANGENT; /*ase_vdata:p=p;t=t;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float4 positionWS : TEXCOORD0; // xyz = positionWS half3 normalWS : TEXCOORD1; /*ase_interp(2,):sp=sp;wp=tc0.xyz;wn=tc1.xyz*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif /*ase_globals*/ /*ase_funcs*/ v2f VertexFunction( appdata v /*ase_vert_input*/ ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=appdata;o=v2f*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;15;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/; v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/; float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 normalWS = UnityObjectToWorldNormal( v.normal ); o.pos = UnityObjectToClipPos( v.vertex ); o.positionWS.xyz = positionWS; o.normalWS = normalWS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; half3 normal : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.normal = v.normal; /*ase_control_code:v=appdata;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; /*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif half4 frag( v2f IN /*ase_frag_input*/ #if defined( ASE_DEPTH_WRITE_ON ) , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif /*ase_frag_code:IN=v2f*/ half Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/; half AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = /*ase_frag_out:Depth;Float;28;-1;_DeviceDepth*/IN.pos.z/*end*/; #endif #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif return _SelectionID; } ENDCG } /*ase_pass_end*/ } CustomEditor "AmplifyShaderEditor.MaterialInspector" }