Files
Cielonos/Assets/External VFXs/Piloto Studio/Shaders/VFX_Piloto/UberShader_Alpha.shader
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

2115 lines
108 KiB
GLSL

// Made with Amplify Shader Editor v1.9.4.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Piloto Studio/Alpha Uber Shader"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_MainTex("Main Texture", 2D) = "white" {}
_Desaturate("Desaturate?", Range( 0 , 1)) = 0
_MainTextureChannel("Main Texture Channel", Vector) = (1,1,1,0)
_MainAlphaChannel("Main Alpha Channel", Vector) = (0,0,0,1)
_MainTexturePanning("Main Texture Panning", Vector) = (0,0,0,0)
_MainAlphaPanning("Main Alpha Panning", Vector) = (0,0,0,0)
_AlphaOverride("Alpha Override", 2D) = "white" {}
_AlphaOverridePanning("Alpha Override Panning", Vector) = (0,0,0,0)
_AlphaOverrideChannel("Alpha Override Channel", Vector) = (1,0,0,0)
_FlipbooksColumsRows("Flipbooks Colums & Rows", Vector) = (1,1,0,0)
_DetailNoise("Detail Noise", 2D) = "white" {}
_DetailNoisePanning("Detail Noise Panning", Vector) = (0,0,0,0)
_DetailDistortionChannel("Detail Distortion Channel", Vector) = (1,0,0,0)
_DistortionIntensity("Distortion Intensity", Float) = 0
_DetailMultiplyChannel("Detail Multiply Channel", Vector) = (0,0,0,0)
_DetailAdditiveChannel("Detail Additive Channel", Vector) = (0,0,0,0)
//_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
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
Cull Back
AlphaToMask Off
HLSLINCLUDE
#pragma target 5.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
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;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForwardOnly" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#define ASE_NEEDS_FRAG_COLOR
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD2;
#endif
float4 ase_color : COLOR;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _MainTex_ST;
float4 _MainTextureChannel;
float4 _DetailAdditiveChannel;
float4 _DetailMultiplyChannel;
float4 _AlphaOverride_ST;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _FlipbooksColumsRows;
float2 _AlphaOverridePanning;
float2 _MainAlphaPanning;
float _DistortionIntensity;
float _Desaturate;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _DetailNoise;
sampler2D _AlphaOverride;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_color = v.ase_color;
o.ase_texcoord3 = v.ase_texcoord;
o.ase_texcoord4 = v.ase_texcoord1;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( positionCS.z );
#endif
o.positionCS = positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
o.ase_texcoord1 = v.ase_texcoord1;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_DetailNoise = IN.ase_texcoord3.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g75 = tex2DNode79;
float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w));
float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g75 = clampResult19_g75;
float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 );
float3 temp_cast_1 = (clampResult20_g75).xxx;
float3 desaturateInitialColor190 = temp_cast_1;
float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 );
float3 DistortionNoise90 = desaturateVar190;
float4 texCoord168 = IN.ase_texcoord4;
texCoord168.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult176 = (float2(texCoord168.z , 0.0));
float2 appendResult182 = (float2(0.0 , 0.0));
float2 LocalUVOffset184 = ( appendResult176 + appendResult182 );
float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) );
float temp_output_4_0_g119 = _FlipbooksColumsRows.x;
float temp_output_5_0_g119 = _FlipbooksColumsRows.y;
float4 texCoord75 = IN.ase_texcoord4;
texCoord75.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 );
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119;
float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119;
// Speed of animation
float fbspeed246_g119 = _TimeParameters.x * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) );
fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) );
// Multiply Offset X by coloffset
float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119;
// Multiply Offset Y by rowoffset
float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119;
// UV Offset
float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119);
// Flipbook UV
half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119;
// *** END Flipbook UV Animation vars ***
int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119);
float2 temp_output_73_0 = fbuv246_g119;
float2 panner22 = ( 1.0 * _Time.y * _MainTexturePanning + temp_output_73_0);
float4 break17_g143 = tex2D( _MainTex, panner22 );
float4 appendResult18_g143 = (float4(break17_g143.x , break17_g143.y , break17_g143.z , break17_g143.w));
float4 clampResult19_g143 = clamp( ( appendResult18_g143 * _MainTextureChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g143 = clampResult19_g143;
float clampResult20_g143 = clamp( ( break2_g143.x + break2_g143.y + break2_g143.z + break2_g143.w ) , 0.0 , 1.0 );
float MainTexInfo25 = clampResult20_g143;
float3 temp_cast_5 = (MainTexInfo25).xxx;
float3 desaturateInitialColor166 = temp_cast_5;
float desaturateDot166 = dot( desaturateInitialColor166, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar166 = lerp( desaturateInitialColor166, desaturateDot166.xxx, _Desaturate );
float4 break156 = ( _DetailAdditiveChannel * tex2DNode79 );
float4 appendResult155 = (float4(break156.x , break156.y , break156.z , break156.w));
float3 desaturateInitialColor191 = appendResult155.xyz;
float desaturateDot191 = dot( desaturateInitialColor191, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar191 = lerp( desaturateInitialColor191, desaturateDot191.xxx, 1.0 );
float3 AdditiveNoise91 = desaturateVar191;
float4 texCoord71 = IN.ase_texcoord3;
texCoord71.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float4 break17_g142 = tex2DNode79;
float4 appendResult18_g142 = (float4(break17_g142.x , break17_g142.y , break17_g142.z , break17_g142.w));
float4 clampResult19_g142 = clamp( ( appendResult18_g142 * _DetailMultiplyChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g142 = clampResult19_g142;
float clampResult20_g142 = clamp( ( break2_g142.x + break2_g142.y + break2_g142.z + break2_g142.w ) , 0.0 , 1.0 );
float ifLocalVar106 = 0;
if( ( _DetailMultiplyChannel.x + _DetailMultiplyChannel.y + _DetailMultiplyChannel.z + _DetailMultiplyChannel.w ) <= 0.0 )
ifLocalVar106 = 1.0;
else
ifLocalVar106 = clampResult20_g142;
float3 temp_cast_10 = (ifLocalVar106).xxx;
float3 desaturateInitialColor189 = temp_cast_10;
float desaturateDot189 = dot( desaturateInitialColor189, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar189 = lerp( desaturateInitialColor189, desaturateDot189.xxx, 1.0 );
float3 MultiplyNoise92 = desaturateVar189;
float2 uv_AlphaOverride = IN.ase_texcoord3.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float temp_output_4_0_g118 = _FlipbooksColumsRows.x;
float temp_output_5_0_g118 = _FlipbooksColumsRows.y;
float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 );
float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118;
float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118;
float fbspeed246_g118 = _TimeParameters.x * 0.0;
float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118);
float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) );
fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0;
float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) );
float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118;
float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) );
fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118;
float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118;
float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118);
half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118;
int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118);
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118);
float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) );
float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0);
float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) );
float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 );
float4 texCoord60 = IN.ase_texcoord3;
texCoord60.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) );
float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( IN.ase_color * float4( ( desaturateVar166 + AdditiveNoise91 ) , 0.0 ) * ( texCoord71.z + 1.0 ) * float4( MultiplyNoise92 , 0.0 ) ).rgb;
float Alpha = temp_output_40_0;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(IN.positionCS, Color);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_color : COLOR;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _MainTex_ST;
float4 _MainTextureChannel;
float4 _DetailAdditiveChannel;
float4 _DetailMultiplyChannel;
float4 _AlphaOverride_ST;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _FlipbooksColumsRows;
float2 _AlphaOverridePanning;
float2 _MainAlphaPanning;
float _DistortionIntensity;
float _Desaturate;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlphaOverride;
sampler2D _MainTex;
sampler2D _DetailNoise;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_color = v.ase_color;
o.ase_texcoord2 = v.ase_texcoord1;
o.ase_texcoord3 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
o.positionCS = TransformWorldToHClip( positionWS );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_color = v.ase_color;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 texCoord168 = IN.ase_texcoord2;
texCoord168.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult176 = (float2(texCoord168.z , 0.0));
float2 appendResult182 = (float2(0.0 , 0.0));
float2 LocalUVOffset184 = ( appendResult176 + appendResult182 );
float2 uv_AlphaOverride = IN.ase_texcoord3.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float temp_output_4_0_g118 = _FlipbooksColumsRows.x;
float temp_output_5_0_g118 = _FlipbooksColumsRows.y;
float4 texCoord75 = IN.ase_texcoord2;
texCoord75.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 );
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118;
float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118;
// Speed of animation
float fbspeed246_g118 = _TimeParameters.x * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) );
fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) );
// Multiply Offset X by coloffset
float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118;
// Multiply Offset Y by rowoffset
float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118;
// UV Offset
float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118);
// Flipbook UV
half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118;
// *** END Flipbook UV Animation vars ***
int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118);
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118);
float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) );
float2 uv_DetailNoise = IN.ase_texcoord3.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g75 = tex2DNode79;
float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w));
float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g75 = clampResult19_g75;
float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 );
float3 temp_cast_2 = (clampResult20_g75).xxx;
float3 desaturateInitialColor190 = temp_cast_2;
float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 );
float3 DistortionNoise90 = desaturateVar190;
float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) );
float temp_output_4_0_g119 = _FlipbooksColumsRows.x;
float temp_output_5_0_g119 = _FlipbooksColumsRows.y;
float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 );
float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119;
float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119;
float fbspeed246_g119 = _TimeParameters.x * 0.0;
float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119);
float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) );
fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0;
float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) );
float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119;
float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) );
fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119;
float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119;
float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119);
half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119;
int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119);
float2 temp_output_73_0 = fbuv246_g119;
float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0);
float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) );
float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 );
float4 texCoord60 = IN.ase_texcoord3;
texCoord60.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) );
float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) );
float Alpha = temp_output_40_0;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _MainTex_ST;
float4 _MainTextureChannel;
float4 _DetailAdditiveChannel;
float4 _DetailMultiplyChannel;
float4 _AlphaOverride_ST;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _FlipbooksColumsRows;
float2 _AlphaOverridePanning;
float2 _MainAlphaPanning;
float _DistortionIntensity;
float _Desaturate;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlphaOverride;
sampler2D _MainTex;
sampler2D _DetailNoise;
int _ObjectId;
int _PassValue;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord1;
o.ase_texcoord1 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_color = v.ase_color;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord168 = IN.ase_texcoord;
texCoord168.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult176 = (float2(texCoord168.z , 0.0));
float2 appendResult182 = (float2(0.0 , 0.0));
float2 LocalUVOffset184 = ( appendResult176 + appendResult182 );
float2 uv_AlphaOverride = IN.ase_texcoord1.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float temp_output_4_0_g118 = _FlipbooksColumsRows.x;
float temp_output_5_0_g118 = _FlipbooksColumsRows.y;
float4 texCoord75 = IN.ase_texcoord;
texCoord75.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 );
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118;
float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118;
// Speed of animation
float fbspeed246_g118 = _TimeParameters.x * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) );
fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) );
// Multiply Offset X by coloffset
float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118;
// Multiply Offset Y by rowoffset
float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118;
// UV Offset
float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118);
// Flipbook UV
half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118;
// *** END Flipbook UV Animation vars ***
int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118);
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118);
float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) );
float2 uv_DetailNoise = IN.ase_texcoord1.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g75 = tex2DNode79;
float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w));
float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g75 = clampResult19_g75;
float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 );
float3 temp_cast_2 = (clampResult20_g75).xxx;
float3 desaturateInitialColor190 = temp_cast_2;
float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 );
float3 DistortionNoise90 = desaturateVar190;
float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) );
float temp_output_4_0_g119 = _FlipbooksColumsRows.x;
float temp_output_5_0_g119 = _FlipbooksColumsRows.y;
float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 );
float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119;
float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119;
float fbspeed246_g119 = _TimeParameters.x * 0.0;
float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119);
float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) );
fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0;
float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) );
float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119;
float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) );
fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119;
float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119;
float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119);
half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119;
int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119);
float2 temp_output_73_0 = fbuv246_g119;
float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0);
float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) );
float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 );
float4 texCoord60 = IN.ase_texcoord1;
texCoord60.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) );
float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) );
surfaceDescription.Alpha = temp_output_40_0;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _MainTex_ST;
float4 _MainTextureChannel;
float4 _DetailAdditiveChannel;
float4 _DetailMultiplyChannel;
float4 _AlphaOverride_ST;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _FlipbooksColumsRows;
float2 _AlphaOverridePanning;
float2 _MainAlphaPanning;
float _DistortionIntensity;
float _Desaturate;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlphaOverride;
sampler2D _MainTex;
sampler2D _DetailNoise;
float4 _SelectionID;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord1;
o.ase_texcoord1 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_color = v.ase_color;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord168 = IN.ase_texcoord;
texCoord168.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult176 = (float2(texCoord168.z , 0.0));
float2 appendResult182 = (float2(0.0 , 0.0));
float2 LocalUVOffset184 = ( appendResult176 + appendResult182 );
float2 uv_AlphaOverride = IN.ase_texcoord1.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float temp_output_4_0_g118 = _FlipbooksColumsRows.x;
float temp_output_5_0_g118 = _FlipbooksColumsRows.y;
float4 texCoord75 = IN.ase_texcoord;
texCoord75.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 );
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118;
float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118;
// Speed of animation
float fbspeed246_g118 = _TimeParameters.x * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) );
fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) );
// Multiply Offset X by coloffset
float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118;
// Multiply Offset Y by rowoffset
float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118;
// UV Offset
float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118);
// Flipbook UV
half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118;
// *** END Flipbook UV Animation vars ***
int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118);
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118);
float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) );
float2 uv_DetailNoise = IN.ase_texcoord1.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g75 = tex2DNode79;
float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w));
float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g75 = clampResult19_g75;
float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 );
float3 temp_cast_2 = (clampResult20_g75).xxx;
float3 desaturateInitialColor190 = temp_cast_2;
float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 );
float3 DistortionNoise90 = desaturateVar190;
float2 uv_MainTex = IN.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) );
float temp_output_4_0_g119 = _FlipbooksColumsRows.x;
float temp_output_5_0_g119 = _FlipbooksColumsRows.y;
float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 );
float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119;
float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119;
float fbspeed246_g119 = _TimeParameters.x * 0.0;
float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119);
float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) );
fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0;
float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) );
float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119;
float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) );
fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119;
float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119;
float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119);
half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119;
int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119);
float2 temp_output_73_0 = fbuv246_g119;
float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0);
float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) );
float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 );
float4 texCoord60 = IN.ase_texcoord1;
texCoord60.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) );
float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) );
surfaceDescription.Alpha = temp_output_40_0;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormalsOnly" }
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailNoise_ST;
float4 _DetailDistortionChannel;
float4 _MainTex_ST;
float4 _MainTextureChannel;
float4 _DetailAdditiveChannel;
float4 _DetailMultiplyChannel;
float4 _AlphaOverride_ST;
float4 _AlphaOverrideChannel;
float4 _MainAlphaChannel;
float2 _MainTexturePanning;
float2 _DetailNoisePanning;
float2 _FlipbooksColumsRows;
float2 _AlphaOverridePanning;
float2 _MainAlphaPanning;
float _DistortionIntensity;
float _Desaturate;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _AlphaOverride;
sampler2D _MainTex;
sampler2D _DetailNoise;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_color = v.ase_color;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord2 = v.ase_texcoord;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
o.positionCS = TransformWorldToHClip(positionWS);
o.normalWS.xyz = normalWS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_color = v.ase_color;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 texCoord168 = IN.ase_texcoord1;
texCoord168.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult176 = (float2(texCoord168.z , 0.0));
float2 appendResult182 = (float2(0.0 , 0.0));
float2 LocalUVOffset184 = ( appendResult176 + appendResult182 );
float2 uv_AlphaOverride = IN.ase_texcoord2.xy * _AlphaOverride_ST.xy + _AlphaOverride_ST.zw;
float temp_output_4_0_g118 = _FlipbooksColumsRows.x;
float temp_output_5_0_g118 = _FlipbooksColumsRows.y;
float4 texCoord75 = IN.ase_texcoord1;
texCoord75.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles246_g118 = min( temp_output_4_0_g118 * temp_output_5_0_g118, ( ( temp_output_4_0_g118 * temp_output_5_0_g118 ) - 0.0 ) + 1 );
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset246_g118 = 1.0f / temp_output_4_0_g118;
float fbrowsoffset246_g118 = 1.0f / temp_output_5_0_g118;
// Speed of animation
float fbspeed246_g118 = _TimeParameters.x * 0.0;
// UV Tiling (col and row offset)
float2 fbtiling246_g118 = float2(fbcolsoffset246_g118, fbrowsoffset246_g118);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex246_g118 = floor( fmod( fbspeed246_g118 + texCoord75.x, fbtotaltiles246_g118) );
fbcurrenttileindex246_g118 += ( fbcurrenttileindex246_g118 < 0) ? fbtotaltiles246_g118 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox246_g118 = round ( fmod ( fbcurrenttileindex246_g118, temp_output_4_0_g118 ) );
// Multiply Offset X by coloffset
float fboffsetx246_g118 = fblinearindextox246_g118 * fbcolsoffset246_g118;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy246_g118 = round( fmod( ( fbcurrenttileindex246_g118 - fblinearindextox246_g118 ) / temp_output_4_0_g118, temp_output_5_0_g118 ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy246_g118 = (int)(temp_output_5_0_g118-1) - fblinearindextoy246_g118;
// Multiply Offset Y by rowoffset
float fboffsety246_g118 = fblinearindextoy246_g118 * fbrowsoffset246_g118;
// UV Offset
float2 fboffset246_g118 = float2(fboffsetx246_g118, fboffsety246_g118);
// Flipbook UV
half2 fbuv246_g118 = ( LocalUVOffset184 + uv_AlphaOverride ) * fbtiling246_g118 + fboffset246_g118;
// *** END Flipbook UV Animation vars ***
int flipbookFrame246_g118 = ( ( int )fbcurrenttileindex246_g118);
float2 panner44 = ( 1.0 * _Time.y * _AlphaOverridePanning + fbuv246_g118);
float4 break2_g121 = ( tex2D( _AlphaOverride, panner44 ) * _AlphaOverrideChannel );
float AlphaOverride49 = saturate( ( break2_g121.x + break2_g121.y + break2_g121.z + break2_g121.w ) );
float2 uv_DetailNoise = IN.ase_texcoord2.xy * _DetailNoise_ST.xy + _DetailNoise_ST.zw;
float2 panner80 = ( 1.0 * _Time.y * _DetailNoisePanning + uv_DetailNoise);
float4 tex2DNode79 = tex2D( _DetailNoise, panner80 );
float4 break17_g75 = tex2DNode79;
float4 appendResult18_g75 = (float4(break17_g75.x , break17_g75.y , break17_g75.z , break17_g75.w));
float4 clampResult19_g75 = clamp( ( appendResult18_g75 * _DetailDistortionChannel ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 break2_g75 = clampResult19_g75;
float clampResult20_g75 = clamp( ( break2_g75.x + break2_g75.y + break2_g75.z + break2_g75.w ) , 0.0 , 1.0 );
float3 temp_cast_2 = (clampResult20_g75).xxx;
float3 desaturateInitialColor190 = temp_cast_2;
float desaturateDot190 = dot( desaturateInitialColor190, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar190 = lerp( desaturateInitialColor190, desaturateDot190.xxx, 1.0 );
float3 DistortionNoise90 = desaturateVar190;
float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float3 UVFlipbookInput194 = ( ( DistortionNoise90 * _DistortionIntensity ) + float3( ( LocalUVOffset184 + uv_MainTex ) , 0.0 ) );
float temp_output_4_0_g119 = _FlipbooksColumsRows.x;
float temp_output_5_0_g119 = _FlipbooksColumsRows.y;
float fbtotaltiles246_g119 = min( temp_output_4_0_g119 * temp_output_5_0_g119, ( ( temp_output_4_0_g119 * temp_output_5_0_g119 ) - 0.0 ) + 1 );
float fbcolsoffset246_g119 = 1.0f / temp_output_4_0_g119;
float fbrowsoffset246_g119 = 1.0f / temp_output_5_0_g119;
float fbspeed246_g119 = _TimeParameters.x * 0.0;
float2 fbtiling246_g119 = float2(fbcolsoffset246_g119, fbrowsoffset246_g119);
float fbcurrenttileindex246_g119 = floor( fmod( fbspeed246_g119 + texCoord75.x, fbtotaltiles246_g119) );
fbcurrenttileindex246_g119 += ( fbcurrenttileindex246_g119 < 0) ? fbtotaltiles246_g119 : 0;
float fblinearindextox246_g119 = round ( fmod ( fbcurrenttileindex246_g119, temp_output_4_0_g119 ) );
float fboffsetx246_g119 = fblinearindextox246_g119 * fbcolsoffset246_g119;
float fblinearindextoy246_g119 = round( fmod( ( fbcurrenttileindex246_g119 - fblinearindextox246_g119 ) / temp_output_4_0_g119, temp_output_5_0_g119 ) );
fblinearindextoy246_g119 = (int)(temp_output_5_0_g119-1) - fblinearindextoy246_g119;
float fboffsety246_g119 = fblinearindextoy246_g119 * fbrowsoffset246_g119;
float2 fboffset246_g119 = float2(fboffsetx246_g119, fboffsety246_g119);
half2 fbuv246_g119 = UVFlipbookInput194.xy * fbtiling246_g119 + fboffset246_g119;
int flipbookFrame246_g119 = ( ( int )fbcurrenttileindex246_g119);
float2 temp_output_73_0 = fbuv246_g119;
float2 panner33 = ( 1.0 * _Time.y * _MainAlphaPanning + temp_output_73_0);
float4 break2_g120 = ( tex2D( _MainTex, panner33 ) * _MainAlphaChannel );
float MainAlpha30 = saturate( ( break2_g120.x + break2_g120.y + break2_g120.z + break2_g120.w ) );
float temp_output_55_0 = ( AlphaOverride49 * MainAlpha30 );
float4 texCoord60 = IN.ase_texcoord2;
texCoord60.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_3_0_g122 = ( texCoord60.w - ( 1.0 - temp_output_55_0 ) );
float temp_output_40_0 = ( IN.ase_color.a * temp_output_55_0 * saturate( saturate( ( temp_output_3_0_g122 / fwidth( temp_output_3_0_g122 ) ) ) ) );
surfaceDescription.Alpha = temp_output_40_0;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
float3 normalWS = IN.normalWS;
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
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Version=19403
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