Files
Cielonos/Assets/AmplifyShaderEditor/Plugins/EditorResources/Templates/Legacy/Lit.shader
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

2993 lines
108 KiB
GLSL

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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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"
}