diff --git a/.idea/.idea.IchniCreatorStudio/.idea/indexLayout.xml b/.idea/.idea.IchniCreatorStudio/.idea/indexLayout.xml
new file mode 100644
index 00000000..7b08163c
--- /dev/null
+++ b/.idea/.idea.IchniCreatorStudio/.idea/indexLayout.xml
@@ -0,0 +1,8 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.vsconfig b/.vsconfig
new file mode 100644
index 00000000..f019fd0a
--- /dev/null
+++ b/.vsconfig
@@ -0,0 +1,6 @@
+{
+ "version": "1.0",
+ "components": [
+ "Microsoft.VisualStudio.Workload.ManagedGame"
+ ]
+}
diff --git a/Assets/000_assets/Anim.meta b/Assets/000_assets/Anim.meta
new file mode 100644
index 00000000..9d8f671c
--- /dev/null
+++ b/Assets/000_assets/Anim.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/000_assets/Anim/DTM_Trail.controller b/Assets/000_assets/Anim/DTM_Trail.controller
new file mode 100644
index 00000000..e8c3c85f
--- /dev/null
+++ b/Assets/000_assets/Anim/DTM_Trail.controller
@@ -0,0 +1,72 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_StateMachineBehaviours: []
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new file mode 100644
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@@ -0,0 +1,8 @@
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diff --git a/Assets/000_assets/Anim/HitPoint_Show01.anim b/Assets/000_assets/Anim/HitPoint_Show01.anim
new file mode 100644
index 00000000..f1af7e24
--- /dev/null
+++ b/Assets/000_assets/Anim/HitPoint_Show01.anim
@@ -0,0 +1,434 @@
+%YAML 1.1
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+ m_PrefabAsset: {fileID: 0}
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diff --git a/Assets/000_assets/Anim/HitPoint_Show01.anim.meta b/Assets/000_assets/Anim/HitPoint_Show01.anim.meta
new file mode 100644
index 00000000..fd06f715
--- /dev/null
+++ b/Assets/000_assets/Anim/HitPoint_Show01.anim.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 96eebd1d5b544e74ca55536541f943f2
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 7400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/000_assets/shader/New Material.mat b/Assets/000_assets/shader/New Material.mat
index c407fc1a..432ea36f 100644
--- a/Assets/000_assets/shader/New Material.mat
+++ b/Assets/000_assets/shader/New Material.mat
@@ -18,8 +18,7 @@ Material:
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
- disabledShaderPasses:
- - MOTIONVECTORS
+ disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
@@ -40,19 +39,23 @@ Material:
m_Floats:
- _AlphaCutoff: 0.5
- _Opacity: 1
+ - _QueueControl: 0
+ - _QueueOffset: 0
+ - _ReceiveShadows: 1
- _count: 8
- _cube_radius: 0.033
- _cube_softness: 0
- _cube_width: 0.05
- - _gap_softness: 1
+ - _gap_softness: 0
- _gapsize: 0.5
- _ring_radius: 0.5
- - _ring_rotation: -1
+ - _ring_rotation: 0
+ - _ring_rotation_angle: 0
- _ring_softness: 0
- - _ring_width: 0.02
+ - _ring_width: 0.01
m_Colors:
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- - _ImageColor: {r: 1, g: 1, b: 1, a: 0}
+ - _ImageColor: {r: 2, g: 2, b: 2, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &2669937578497038573
diff --git a/Assets/000_assets/shader/hit_point.shader b/Assets/000_assets/shader/hit_point.shader
index e954916f..12118fb9 100644
--- a/Assets/000_assets/shader/hit_point.shader
+++ b/Assets/000_assets/shader/hit_point.shader
@@ -6,7 +6,7 @@ Shader "Soullies/hit_point"
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 0 )
+ [HDR] _ImageColor( "ImageColor", Color ) = ( 1, 1, 1, 1 )
_Opacity( "Opacity", Float ) = 1
[Header(cube)] _cube_radius( "cube_radius", Range( 0, 0.5 ) ) = 0.05854658
_cube_width( "cube_width", Range( 0, 0.5 ) ) = 0.01032564
@@ -18,10 +18,27 @@ Shader "Soullies/hit_point"
_gap_softness( "gap_softness", Range( 0, 1 ) ) = 0
_count( "count", Float ) = 8
_ring_rotation( "ring_rotation", Float ) = 0
+ _ring_rotation_angle( "ring_rotation_angle", Float ) = 0
- [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
+
+ //_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][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
+ [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1
+
+ //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
}
SubShader
@@ -30,639 +47,220 @@ Shader "Soullies/hit_point"
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" }
+ Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
- Cull Off
+ Cull Back
+ AlphaToMask Off
+
+
HLSLINCLUDE
- #pragma target 3.0
+ #pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
+ #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
+ #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
+ #endif
+
#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 "Sprite Lit"
- Tags { "LightMode"="Universal2D" }
+
+ Name "Forward"
+ Tags { "LightMode"="UniversalForwardOnly" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZTest LEqual
ZWrite Off
+ ZTest LEqual
Offset 0 , 0
ColorMask RGBA
+
HLSLPROGRAM
- #define ASE_VERSION 19904
- #define ASE_SRP_VERSION -1
-
-
+ #define _ALPHATEST_ON 1
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_instancing
-
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_vertex _ SKINNED_SPRITE
-
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
-
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define ATTRIBUTES_NEED_COLOR
- #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
- #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
- #define VARYINGS_NEED_POSITION_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define VARYINGS_NEED_COLOR
- #define VARYINGS_NEED_SCREENPOSITION
- #define FEATURES_GRAPH_VERTEX
-
- #define SHADERPASS SHADERPASS_SPRITELIT
-
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
- #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/Shaders/2D/Include/Core2D.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.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
-
- #if USE_SHAPE_LIGHT_TYPE_0
- SHAPE_LIGHT(0)
- #endif
-
- #if USE_SHAPE_LIGHT_TYPE_1
- SHAPE_LIGHT(1)
- #endif
-
- #if USE_SHAPE_LIGHT_TYPE_2
- SHAPE_LIGHT(2)
- #endif
-
- #if USE_SHAPE_LIGHT_TYPE_3
- SHAPE_LIGHT(3)
- #endif
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
-
-
- CBUFFER_START( UnityPerMaterial )
- float4 _ImageColor;
- float _cube_width;
- float _cube_softness;
- float _cube_radius;
- float _ring_width;
- float _ring_softness;
- float _ring_radius;
- float _gapsize;
- float _gap_softness;
- float _ring_rotation;
- float _count;
- float _Opacity;
- CBUFFER_END
-
-
- struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 color : COLOR;
-
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 texCoord0 : TEXCOORD0;
- float4 color : TEXCOORD1;
- float4 screenPosition : TEXCOORD2;
- float3 positionWS : TEXCOORD3;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #if ETC1_EXTERNAL_ALPHA
- TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
- float _EnableAlphaTexture;
- #endif
-
-
- VertexOutput vert( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
-
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
-
- o.ase_color = v.color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
- v.normal = v.normal;
- v.tangent.xyz = v.tangent.xyz;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
-
- o.positionCS = vertexInput.positionCS;
- o.positionWS = vertexInput.positionWS;
- o.texCoord0 = v.uv0;
- o.color = v.color;
- o.screenPosition = vertexInput.positionNDC;
- return o;
- }
-
- half4 frag( VertexOutput IN ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
-
- float4 positionCS = IN.positionCS;
- float3 positionWS = IN.positionWS;
-
- float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
- float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
- float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
- float2 break39_g1 = temp_output_34_0_g1;
- float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
- float2 break53_g1 = appendResult50_g1;
- float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
- float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
- float4 break89 = _ImageColor;
- float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
-
- float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 );
- float4 Mask = float4(1,1,1,1);
- float3 Normal = float3( 0, 0, 1 );
-
- #if ETC1_EXTERNAL_ALPHA
- float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
- Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture);
- #endif
-
- SurfaceData2D surfaceData;
- InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
- InputData2D inputData;
- InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
- SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
- return CombinedShapeLightShared(surfaceData, inputData);
-
- Color *= IN.color;
- }
-
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "Sprite Normal"
- Tags { "LightMode"="NormalsRendering" }
-
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
- Offset 0 , 0
- ColorMask RGBA
-
-
- HLSLPROGRAM
-
- #define ASE_VERSION 19904
- #define ASE_SRP_VERSION -1
-
-
- #pragma multi_compile_instancing
-
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile _ SKINNED_SPRITE
-
+ #pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
- #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
- #define VARYINGS_NEED_NORMAL_WS
- #define VARYINGS_NEED_TANGENT_WS
- #define FEATURES_GRAPH_VERTEX
-
- #define SHADERPASS SHADERPASS_SPRITENORMAL
-
- #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/Shaders/2D/Include/Core2D.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.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_COLOR
-
-
- CBUFFER_START( UnityPerMaterial )
- float4 _ImageColor;
- float _cube_width;
- float _cube_softness;
- float _cube_radius;
- float _ring_width;
- float _ring_softness;
- float _ring_radius;
- float _gapsize;
- float _gap_softness;
- float _ring_rotation;
- float _count;
- float _Opacity;
- CBUFFER_END
-
-
- struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 color : COLOR;
-
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 texCoord0 : TEXCOORD0;
- float4 color : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float4 tangentWS : TEXCOORD3;
- float3 bitangentWS : TEXCOORD4;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- VertexOutput vert( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
-
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
-
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
- v.normal = v.normal;
- v.tangent.xyz = v.tangent.xyz;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
-
- o.texCoord0 = v.uv0;
- o.color = v.color;
- o.positionCS = vertexInput.positionCS;
-
- float3 normalWS = TransformObjectToWorldNormal(v.normal);
- o.normalWS = -GetViewForwardDir();
- float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
- o.tangentWS = normalize(tangentWS);
- half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w;
- return o;
- }
-
- half4 frag( VertexOutput IN ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
-
- float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
- float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
- float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
- float2 break39_g1 = temp_output_34_0_g1;
- float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
- float2 break53_g1 = appendResult50_g1;
- float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
- float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
- float4 break89 = _ImageColor;
- float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
-
- float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.color * appendResult90 );
- float3 Normal = float3( 0, 0, 1 );
-
- Color *= IN.color;
-
- return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
- }
-
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "Sprite Forward"
- Tags { "LightMode"="UniversalForward" }
-
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
- Offset 0 , 0
- ColorMask RGBA
-
-
- HLSLPROGRAM
-
#define ASE_VERSION 19904
#define ASE_SRP_VERSION -1
- #pragma multi_compile_instancing
+ #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+
+ #pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_vertex _ SKINNED_SPRITE
-
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define ATTRIBUTES_NEED_COLOR
- #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
- #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
- #define VARYINGS_NEED_POSITION_WS
- #define VARYINGS_NEED_TEXCOORD0
- #define VARYINGS_NEED_COLOR
- #define FEATURES_GRAPH_VERTEX
-
- #define SHADERPASS SHADERPASS_SPRITEFORWARD
+ #define SHADERPASS SHADERPASS_UNLIT
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#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/Shaders/2D/Include/Core2D.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.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.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/Shaders/2D/Include/SurfaceData2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_COLOR
- CBUFFER_START( UnityPerMaterial )
- float4 _ImageColor;
- float _cube_width;
- float _cube_softness;
- float _cube_radius;
- float _ring_width;
- float _ring_softness;
- float _ring_radius;
- float _gapsize;
- float _gap_softness;
- float _ring_rotation;
- float _count;
- float _Opacity;
- CBUFFER_END
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
-
- struct VertexInput
+ struct Attributes
{
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 color : COLOR;
-
- UNITY_SKINNED_VERTEX_INPUTS
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ float4 ase_color : COLOR;
+ float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
- struct VertexOutput
+ struct PackedVaryings
{
- float4 positionCS : SV_POSITION;
- float4 texCoord0 : TEXCOORD0;
- float4 color : TEXCOORD1;
- float3 positionWS : TEXCOORD2;
-
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float4 positionWSAndFogFactor : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 ase_color : COLOR;
+ float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
- #if ETC1_EXTERNAL_ALPHA
- TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
- float _EnableAlphaTexture;
- #endif
-
-
- VertexOutput vert( VertexInput v )
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE( v );
-
- v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
-
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3( 0, 0, 0 );
- #endif
- float3 vertexValue = defaultVertexValue;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
- v.normal = v.normal;
- v.tangent.xyz = v.tangent.xyz;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
-
- o.positionCS = vertexInput.positionCS;
- o.positionWS = vertexInput.positionWS;
- o.texCoord0 = v.uv0;
- o.color = v.color;
-
- return o;
- }
-
- half4 frag( VertexOutput IN ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
-
- float4 positionCS = IN.positionCS;
- float3 positionWS = IN.positionWS;
-
- float2 break104 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
- float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
- float2 temp_output_34_0_g1 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
- float2 break39_g1 = temp_output_34_0_g1;
- float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
- float2 break53_g1 = appendResult50_g1;
- float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
- float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
- float4 break89 = _ImageColor;
- float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
-
- float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.color * appendResult90 );
-
- #if defined(DEBUG_DISPLAY)
- SurfaceData2D surfaceData;
- InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
- InputData2D inputData;
- InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
- half4 debugColor = 0;
-
- SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
-
- if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
- {
- return debugColor;
- }
- #endif
-
- #if ETC1_EXTERNAL_ALPHA
- float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
- Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
- #endif
-
- Color *= IN.color;
- return Color;
- }
-
- ENDHLSL
- }
-
- Pass
- {
-
- Name "SceneSelectionPass"
- Tags { "LightMode"="SceneSelectionPass" }
-
- Cull Off
-
- HLSLPROGRAM
-
- #define ASE_VERSION 19904
- #define ASE_SRP_VERSION -1
-
-
- #pragma multi_compile_instancing
-
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
-
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
- #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
- #define FEATURES_GRAPH_VERTEX
-
- #define SHADERPASS SHADERPASS_DEPTHONLY
- #define SCENESELECTIONPASS 1
-
- #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/Shaders/2D/Include/Core2D.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.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
-
-
- CBUFFER_START( UnityPerMaterial )
+ CBUFFER_START(UnityPerMaterial)
float4 _ImageColor;
float _cube_width;
float _cube_softness;
@@ -673,142 +271,1088 @@ Shader "Soullies/hit_point"
float _gapsize;
float _gap_softness;
float _ring_rotation;
+ float _ring_rotation_angle;
float _count;
float _Opacity;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
CBUFFER_END
-
- struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- int _ObjectId;
- int _PassValue;
+
- VertexOutput vert(VertexInput v )
+ PackedVaryings VertexFunction( Attributes input )
{
- VertexOutput o = (VertexOutput)0;
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
-
- o.ase_texcoord.xy = v.ase_texcoord.xy;
- o.ase_color = v.ase_color;
+ output.ase_color = input.ase_color;
+ output.ase_texcoord2.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord.zw = 0;
+ output.ase_texcoord2.zw = 0;
+
#ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
+ float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
+
float3 vertexValue = defaultVertexValue;
+
#ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
+ input.positionOS.xyz = vertexValue;
#else
- v.positionOS += vertexValue;
+ input.positionOS.xyz += vertexValue;
#endif
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
- float3 positionWS = TransformObjectToWorld(v.positionOS);
- o.positionCS = TransformWorldToHClip(positionWS);
+ input.normalOS = input.normalOS;
- return o;
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
+
+ float fogFactor = 0;
+ #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
+ fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
+ #endif
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
+ output.normalWS = normalInput.normalWS;
+ return output;
}
- half4 frag(VertexOutput IN) : SV_TARGET
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
{
- float2 break104 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ float4 ase_color : COLOR;
+ float4 ase_texcoord : TEXCOORD0;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.ase_color = input.ase_color;
+ output.ase_texcoord = input.ase_texcoord;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag ( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ #ifdef _WRITE_RENDERING_LAYERS
+ , out uint outRenderingLayers : SV_Target1
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+
+ #if defined( _SURFACE_TYPE_TRANSPARENT )
+ const bool isTransparent = true;
+ #else
+ const bool isTransparent = false;
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+ float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz );
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
+
+ float3 PositionWS = input.positionWSAndFogFactor.xyz;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = normalize( input.normalWS );
+
+ float2 break104 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
- float2 temp_output_34_0_g1 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
float2 break39_g1 = temp_output_34_0_g1;
float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
float2 break53_g1 = appendResult50_g1;
float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
- float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
- float4 break89 = _ImageColor;
- float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
- float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 );
+ float3 BakedAlbedo = 0;
+ float3 BakedEmission = 0;
+ float3 Color = ( input.ase_color * _ImageColor ).rgb;
+ float Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ float AlphaClipThreshold = 0.5;
+ float AlphaClipThresholdShadow = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
+ ShadowCoord = TransformWorldToShadowCoord( PositionWS );
+ #endif
+
+ InputData inputData = (InputData)0;
+ inputData.positionWS = PositionWS;
+ inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
+ inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
+ inputData.normalWS = NormalWS;
+ inputData.viewDirectionWS = ViewDirWS;
+
+ #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
+ float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
+ AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
+ Color.rgb *= aoFactor.directAmbientOcclusion;
+ #endif
+
+ #ifdef ASE_FOG
+ inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
+ #endif
+
+ #if defined(_DBUFFER)
+ ApplyDecalToBaseColor(input.positionCS, Color);
+ #endif
+
+ #ifdef ASE_FOG
+ #ifdef TERRAIN_SPLAT_ADDPASS
+ Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
+ #else
+ Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
+ #endif
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #ifdef _WRITE_RENDERING_LAYERS
+ outRenderingLayers = EncodeMeshRenderingLayer();
+ #endif
+
+ #if defined( ASE_OPAQUE_KEEP_ALPHA )
+ return half4( Color, Alpha );
+ #else
+ return half4( Color, OutputAlpha( Alpha, isTransparent ) );
+ #endif
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "ShadowCaster"
+ Tags { "LightMode"="ShadowCaster" }
+
+ ZWrite On
+ ZTest LEqual
+ AlphaToMask Off
+ ColorMask 0
+
+ HLSLPROGRAM
+
+ #define _ALPHATEST_ON 1
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define ASE_VERSION 19904
+ #define ASE_SRP_VERSION -1
+
+
+ #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define SHADERPASS SHADERPASS_SHADOWCASTER
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #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"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _ImageColor;
+ float _cube_width;
+ float _cube_softness;
+ float _cube_radius;
+ float _ring_width;
+ float _ring_softness;
+ float _ring_radius;
+ float _gapsize;
+ float _gap_softness;
+ float _ring_rotation;
+ float _ring_rotation_angle;
+ float _count;
+ float _Opacity;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+ CBUFFER_END
+
+
+
+
+ float3 _LightDirection;
+ float3 _LightPosition;
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
+
+ output.ase_texcoord.xy = input.ase_texcoord.xy;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = defaultVertexValue;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+
+ float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
+ half3 normalWS = TransformObjectToWorldDir(input.normalOS);
+
+ #if _CASTING_PUNCTUAL_LIGHT_SHADOW
+ float3 lightDirectionWS = normalize(_LightPosition - positionWS);
+ #else
+ float3 lightDirectionWS = _LightDirection;
+ #endif
+
+ float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
+
+ #if UNITY_REVERSED_Z
+ positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
+ #else
+ positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
+ #endif
+
+ output.positionCS = positionCS;
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.ase_texcoord = input.ase_texcoord;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag(PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID( input );
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+
+ float2 break104 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float2 break39_g1 = temp_output_34_0_g1;
+ float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
+ float2 break53_g1 = appendResult50_g1;
+ float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
+
+
+ float Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ float AlphaClipThreshold = 0.5;
+ float AlphaClipThresholdShadow = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ #if defined( _ALPHATEST_SHADOW_ON )
+ AlphaDiscard( Alpha, AlphaClipThresholdShadow );
+ #else
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return 0;
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "DepthOnly"
+ Tags { "LightMode"="DepthOnly" }
+
+ ZWrite On
+ ColorMask 0
+ AlphaToMask Off
+
+ HLSLPROGRAM
+
+ #define _ALPHATEST_ON 1
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define ASE_VERSION 19904
+ #define ASE_SRP_VERSION -1
+
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #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"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _ImageColor;
+ float _cube_width;
+ float _cube_softness;
+ float _cube_radius;
+ float _ring_width;
+ float _ring_softness;
+ float _ring_radius;
+ float _gapsize;
+ float _gap_softness;
+ float _ring_rotation;
+ float _ring_rotation_angle;
+ float _count;
+ float _Opacity;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+ CBUFFER_END
+
+
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ output.ase_texcoord.xy = input.ase_texcoord.xy;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = defaultVertexValue;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ output.positionCS = vertexInput.positionCS;
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.ase_texcoord = input.ase_texcoord;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag(PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+
+ float2 break104 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float2 break39_g1 = temp_output_34_0_g1;
+ float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
+ float2 break53_g1 = appendResult50_g1;
+ float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
+
+
+ float Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ float AlphaClipThreshold = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return 0;
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "SceneSelectionPass"
+ Tags { "LightMode"="SceneSelectionPass" }
+
+ Cull Off
+ AlphaToMask Off
+
+ HLSLPROGRAM
+
+ #define _ALPHATEST_ON 1
+ #define ASE_FOG 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define ASE_VERSION 19904
+ #define ASE_SRP_VERSION -1
+
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define ATTRIBUTES_NEED_NORMAL
+ #define ATTRIBUTES_NEED_TANGENT
+ #define SHADERPASS SHADERPASS_DEPTHONLY
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ float4 positionCS : SV_POSITION;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _ImageColor;
+ float _cube_width;
+ float _cube_softness;
+ float _cube_radius;
+ float _ring_width;
+ float _ring_softness;
+ float _ring_radius;
+ float _gapsize;
+ float _gap_softness;
+ float _ring_rotation;
+ float _ring_rotation_angle;
+ float _count;
+ float _Opacity;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+ CBUFFER_END
+
+
+
+
+ int _ObjectId;
+ int _PassValue;
+
+ struct SurfaceDescription
+ {
+ float Alpha;
+ float AlphaClipThreshold;
+ };
+
+ PackedVaryings VertexFunction(Attributes input )
+ {
+ PackedVaryings output;
+ ZERO_INITIALIZE(PackedVaryings, output);
+
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ output.ase_texcoord.xy = input.ase_texcoord.xy;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = defaultVertexValue;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ output.positionCS = vertexInput.positionCS;
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.ase_texcoord = input.ase_texcoord;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag(PackedVaryings input ) : SV_Target
+ {
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+
+ float2 break104 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float2 break39_g1 = temp_output_34_0_g1;
+ float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
+ float2 break53_g1 = appendResult50_g1;
+ float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
+
+
+ surfaceDescription.Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ 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
- }
+ ENDHLSL
+ }
- Pass
- {
+ Pass
+ {
- Name "ScenePickingPass"
- Tags { "LightMode"="Picking" }
+ Name "ScenePickingPass"
+ Tags { "LightMode"="Picking" }
- Cull Off
+ AlphaToMask Off
- HLSLPROGRAM
+ HLSLPROGRAM
+ #define _ALPHATEST_ON 1
+ #define ASE_FOG 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19904
#define ASE_SRP_VERSION -1
- #pragma multi_compile_instancing
-
#pragma vertex vert
#pragma fragment frag
- #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
+ #define ATTRIBUTES_NEED_NORMAL
+ #define ATTRIBUTES_NEED_TANGENT
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
- #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
- #define FEATURES_GRAPH_VERTEX
-
- #define SHADERPASS SHADERPASS_DEPTHONLY
- #define SCENEPICKINGPASS 1
+ #define SHADERPASS SHADERPASS_DEPTHONLY
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#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/Shaders/2D/Include/Core2D.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.core/ShaderLibrary/FoveatedRendering.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- CBUFFER_START( UnityPerMaterial )
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ float4 positionCS : SV_POSITION;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ CBUFFER_START(UnityPerMaterial)
float4 _ImageColor;
float _cube_width;
float _cube_softness;
@@ -819,147 +1363,1124 @@ Shader "Soullies/hit_point"
float _gapsize;
float _gap_softness;
float _ring_rotation;
+ float _ring_rotation_angle;
float _count;
float _Opacity;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
CBUFFER_END
-
- struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- float4 _SelectionID;
+
- VertexOutput vert(VertexInput v )
+ float4 _SelectionID;
+
+ struct SurfaceDescription
{
- VertexOutput o = (VertexOutput)0;
+ float Alpha;
+ float AlphaClipThreshold;
+ };
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
+ PackedVaryings VertexFunction(Attributes input )
+ {
+ PackedVaryings output;
+ ZERO_INITIALIZE(PackedVaryings, output);
- v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- o.ase_texcoord.xy = v.ase_texcoord.xy;
- o.ase_color = v.ase_color;
+ output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord.zw = 0;
+ output.ase_texcoord.zw = 0;
+
#ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
+ float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
+
float3 vertexValue = defaultVertexValue;
+
#ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
+ input.positionOS.xyz = vertexValue;
#else
- v.positionOS += vertexValue;
+ input.positionOS.xyz += vertexValue;
#endif
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
- float3 positionWS = TransformObjectToWorld(v.positionOS);
- o.positionCS = TransformWorldToHClip(positionWS);
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- return o;
+ output.positionCS = vertexInput.positionCS;
+ return output;
}
- half4 frag(VertexOutput IN ) : SV_TARGET
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
{
- float2 break104 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.ase_texcoord = input.ase_texcoord;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag(PackedVaryings input ) : SV_Target
+ {
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+
+ float2 break104 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
- float2 temp_output_34_0_g1 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord.xy - float2( 0.5,0.5 ) );
float2 break39_g1 = temp_output_34_0_g1;
float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
float2 break53_g1 = appendResult50_g1;
float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
- float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) ) * _count ) ));
- float4 break89 = _ImageColor;
- float4 appendResult90 = (float4(break89.r , break89.g , break89.b , _Opacity));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
- float4 Color = ( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) * IN.ase_color * appendResult90 );
- half4 outColor = unity_SelectionID;
+
+ surfaceDescription.Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ 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 = unity_SelectionID;
+
return outColor;
}
- ENDHLSL
- }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "DepthNormals"
+ Tags { "LightMode"="DepthNormalsOnly" }
+
+ ZTest LEqual
+ ZWrite On
+
+ HLSLPROGRAM
+
+ #define _ALPHATEST_ON 1
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define ASE_VERSION 19904
+ #define ASE_SRP_VERSION -1
+
+
+ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define ATTRIBUTES_NEED_NORMAL
+ #define ATTRIBUTES_NEED_TANGENT
+ #define VARYINGS_NEED_NORMAL_WS
+
+ #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ half3 normalWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _ImageColor;
+ float _cube_width;
+ float _cube_softness;
+ float _cube_radius;
+ float _ring_width;
+ float _ring_softness;
+ float _ring_radius;
+ float _gapsize;
+ float _gap_softness;
+ float _ring_rotation;
+ float _ring_rotation_angle;
+ float _count;
+ float _Opacity;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+ CBUFFER_END
+
+
+
+
+ struct SurfaceDescription
+ {
+ float Alpha;
+ float AlphaClipThreshold;
+ };
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output;
+ ZERO_INITIALIZE(PackedVaryings, output);
+
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord1.zw = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = defaultVertexValue;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
+
+ output.positionCS = vertexInput.positionCS;
+ output.normalWS = normalInput.normalWS;
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ float4 ase_texcoord : TEXCOORD0;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.ase_texcoord = input.ase_texcoord;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ void frag(PackedVaryings input
+ , out half4 outNormalWS : SV_Target0
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ #ifdef _WRITE_RENDERING_LAYERS
+ , out uint outRenderingLayers : SV_Target1
+ #endif
+ )
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ half3 NormalWS = normalize( input.normalWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+
+ float2 break104 = ( input.ase_texcoord1.xy - float2( 0.5,0.5 ) );
+ float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord1.xy - float2( 0.5,0.5 ) );
+ float2 break39_g1 = temp_output_34_0_g1;
+ float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
+ float2 break53_g1 = appendResult50_g1;
+ float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
+
+
+ float Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ float AlphaClipThreshold = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip(Alpha - AlphaClipThreshold);
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #if defined(_GBUFFER_NORMALS_OCT)
+ float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
+ float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
+ half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
+ outNormalWS = half4(packedNormalWS, 0.0);
+ #else
+ outNormalWS = half4(NormalizeNormalPerPixel( NormalWS ), 0.0);
+ #endif
+
+ #ifdef _WRITE_RENDERING_LAYERS
+ outRenderingLayers = EncodeMeshRenderingLayer();
+ #endif
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "MotionVectors"
+ Tags { "LightMode"="MotionVectors" }
+
+ ColorMask RG
+
+ HLSLPROGRAM
+
+ #define _ALPHATEST_ON 1
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define ASE_VERSION 19904
+ #define ASE_SRP_VERSION -1
+
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define SHADERPASS SHADERPASS_MOTION_VECTORS
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float3 positionOld : TEXCOORD4;
+ #if _ADD_PRECOMPUTED_VELOCITY
+ float3 alembicMotionVector : TEXCOORD5;
+ #endif
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ float4 positionCS : SV_POSITION;
+ float4 positionCSNoJitter : TEXCOORD0;
+ float4 previousPositionCSNoJitter : TEXCOORD1;
+ float3 positionWS : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _ImageColor;
+ float _cube_width;
+ float _cube_softness;
+ float _cube_radius;
+ float _ring_width;
+ float _ring_softness;
+ float _ring_radius;
+ float _gapsize;
+ float _gap_softness;
+ float _ring_rotation;
+ float _ring_rotation_angle;
+ float _count;
+ float _Opacity;
+ #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
+ CBUFFER_END
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ output.ase_texcoord3.xy = input.ase_texcoord.xy;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord3.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = defaultVertexValue;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ #if defined(APPLICATION_SPACE_WARP_MOTION)
+ output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
+ output.positionCS = output.positionCSNoJitter;
+ #else
+ output.positionCS = vertexInput.positionCS;
+ output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
+ #endif
+
+ float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;
+
+ #if _ADD_PRECOMPUTED_VELOCITY
+ prevPos = prevPos - float4(input.alembicMotionVector, 0);
+ #endif
+
+ output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );
+ output.positionWS = vertexInput.positionWS;
+ return output;
+ }
+
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+
+ float2 break104 = ( input.ase_texcoord3.xy - float2( 0.5,0.5 ) );
+ float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord3.xy - float2( 0.5,0.5 ) );
+ float2 break39_g1 = temp_output_34_0_g1;
+ float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
+ float2 break53_g1 = appendResult50_g1;
+ float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
+
+
+ float Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ float AlphaClipThreshold = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip(Alpha - AlphaClipThreshold);
+ #endif
+
+ #if defined( ASE_CHANGES_WORLD_POS )
+ float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz;
+ float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz;
+ input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) );
+ input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) );
+ #endif
+
+ #if defined( LOD_FADE_CROSSFADE )
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #if defined(APPLICATION_SPACE_WARP_MOTION)
+ return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
+ #else
+ return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
+ #endif
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "GBuffer"
+ Tags { "LightMode"="UniversalGBuffer" }
+
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+ ZWrite Off
+ ZTest LEqual
+ Offset 0 , 0
+ ColorMask RGBA
+
+
+
+ HLSLPROGRAM
+
+
+ #define _ALPHATEST_ON 1
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
+ #define ASE_FOG 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define ASE_VERSION 19904
+ #define ASE_SRP_VERSION -1
+
+
+
+ #pragma multi_compile _ DOTS_INSTANCING_ON
+
+
+ #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
+ #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
+
+
+ #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
+
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #define SHADERPASS SHADERPASS_GBUFFER
+
+
+
+
+
+ #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.core/ShaderLibrary/FoveatedRendering.hlsl"
+
+
+
+ #if ASE_SRP_VERSION >=140009
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #endif
+
+
+ #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"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ float4 ase_color : COLOR;
+ float4 ase_texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 ase_color : COLOR;
+ float4 ase_texcoord2 : TEXCOORD2;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ CBUFFER_START(UnityPerMaterial)
+ float4 _ImageColor;
+ float _cube_width;
+ float _cube_softness;
+ float _cube_radius;
+ float _ring_width;
+ float _ring_softness;
+ float _ring_radius;
+ float _gapsize;
+ float _gap_softness;
+ float _ring_rotation;
+ float _ring_rotation_angle;
+ float _count;
+ float _Opacity;
+ #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
+ CBUFFER_END
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ output.ase_color = input.ase_color;
+ output.ase_texcoord2.xy = input.ase_texcoord.xy;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord2.zw = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = defaultVertexValue;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS );
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ output.normalWS = normalInput.normalWS;
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ float4 ase_color : COLOR;
+ float4 ase_texcoord : TEXCOORD0;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.ase_color = input.ase_color;
+ output.ase_texcoord = input.ase_texcoord;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ GBufferFragOutput frag ( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ )
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ float3 PositionWS = input.positionWS;
+ float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = normalize( input.normalWS );
+
+ float2 break104 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
+ float smoothstepResult130 = smoothstep( _cube_width , ( _cube_width + _cube_softness ) , abs( ( ( abs( break104.x ) + abs( break104.y ) ) - _cube_radius ) ));
+ float2 temp_output_34_0_g1 = ( input.ase_texcoord2.xy - float2( 0.5,0.5 ) );
+ float2 break39_g1 = temp_output_34_0_g1;
+ float2 appendResult50_g1 = (float2(( 1.0 * ( length( temp_output_34_0_g1 ) * 2.0 ) ) , ( ( atan2( break39_g1.x , break39_g1.y ) * ( 1.0 / TWO_PI ) ) * 1.0 )));
+ float2 break53_g1 = appendResult50_g1;
+ float smoothstepResult106 = smoothstep( _ring_width , ( _ring_width + _ring_softness ) , abs( ( break53_g1.x - _ring_radius ) ));
+ float smoothstepResult120 = smoothstep( _gapsize , ( _gapsize + _gap_softness ) , frac( ( ( break53_g1.y + ( _TimeParameters.x * ( _ring_rotation / 10.0 ) ) + _ring_rotation_angle ) * _count ) ));
+
+
+ float3 Color = ( input.ase_color * _ImageColor ).rgb;
+ float Alpha = ( saturate( ( ( 1.0 - smoothstepResult130 ) + saturate( ( ( 1.0 - smoothstepResult106 ) * smoothstepResult120 ) ) ) ) * _Opacity );
+ float AlphaClipThreshold = 0.5;
+ float AlphaClipThresholdShadow = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip(Alpha - AlphaClipThreshold);
+ #endif
+
+ InputData inputData = (InputData)0;
+ inputData.positionWS = PositionWS;
+ inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
+ inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
+ inputData.normalWS = NormalWS;
+ inputData.viewDirectionWS = ViewDirWS;
+
+ #if defined(_DBUFFER)
+ ApplyDecalToBaseColor(input.positionCS, Color);
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ SurfaceData surfaceData = (SurfaceData)0;
+ surfaceData.albedo = Color;
+ surfaceData.alpha = Alpha;
+
+ #if defined( _SCREEN_SPACE_OCCLUSION ) // GBuffer never has transparents
+ float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV( input.positionCS );
+ AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion( normalizedScreenSpaceUV );
+ surfaceData.occlusion = aoFactor.directAmbientOcclusion;
+ #else
+ surfaceData.occlusion = 1;
+ #endif
+
+ return PackGBuffersSurfaceData( surfaceData, inputData, float3( 0, 0, 0 ) );
+ }
+
+ ENDHLSL
+ }
}
- CustomEditor "AmplifyShaderEditor.MaterialInspector"
+
+ CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
FallBack "Hidden/Shader Graph/FallbackError"
- Fallback "Hidden/InternalErrorShader"
+ Fallback Off
}
/*ASEBEGIN
Version=19904
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Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;-1360,432;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-1408,1136;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1088,448;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;-848,864;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;48,880;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
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WireConnection;51;0;52;0
WireConnection;51;1;50;0
WireConnection;138;0;135;0
@@ -972,6 +2493,7 @@ WireConnection;60;0;104;0
WireConnection;67;0;104;1
WireConnection;137;0;105;56
WireConnection;137;1;136;0
+WireConnection;137;2;157;0
WireConnection;111;0;109;0
WireConnection;111;1;112;0
WireConnection;61;0;60;0
@@ -999,18 +2521,16 @@ WireConnection;130;1;132;0
WireConnection;130;2;128;0
WireConnection;122;0;113;0
WireConnection;122;1;120;0
-WireConnection;124;0;122;0
-WireConnection;89;0;86;0
WireConnection;129;0;130;0
-WireConnection;90;0;89;0
-WireConnection;90;1;89;1
-WireConnection;90;2;89;2
-WireConnection;90;3;88;0
+WireConnection;124;0;122;0
WireConnection;125;0;129;0
WireConnection;125;1;124;0
-WireConnection;82;0;125;0
-WireConnection;82;1;81;0
-WireConnection;82;2;90;0
-WireConnection;93;1;82;0
+WireConnection;155;0;125;0
+WireConnection;82;0;81;0
+WireConnection;82;1;86;0
+WireConnection;153;0;155;0
+WireConnection;153;1;88;0
+WireConnection;141;2;82;0
+WireConnection;141;3;153;0
ASEEND*/
-//CHKSM=699DC0E0B724C3A08B90C09E42F1CD1C15033B93
\ No newline at end of file
+//CHKSM=9C4243C0C8B4CC83FEDBA9606402FBC2E687345F
\ No newline at end of file
diff --git a/Assets/FR2_Cache.asset b/Assets/FR2_Cache.asset
index 51e6c70d..3edc5e72 100644
--- a/Assets/FR2_Cache.asset
+++ b/Assets/FR2_Cache.asset
@@ -5800,15 +5800,15 @@ MonoBehaviour:
UseGUIDsList: []
- guid: 30dde730c51f742719fcc5c36eb811e5
type: 2
- m_fileInfoHash: 5792.cs
+ m_fileInfoHash: 5881.cs
m_assetbundle:
m_addressable:
m_atlas:
- m_fileSize: 5792
- m_assetChangeTS: 1781434906
- m_fileInfoReadTS: 1781434934
- m_fileWriteTS: 1781434516
- m_cachefileWriteTS: 1781434516
+ m_fileSize: 5881
+ m_assetChangeTS: 1778983877
+ m_fileInfoReadTS: 1778983931
+ m_fileWriteTS: 1773552443
+ m_cachefileWriteTS: 1773552443
refreshStamp: 3
UseGUIDsList: []
- guid: 30fdb7163494e28429d56613fe407bf4
@@ -6462,15 +6462,15 @@ MonoBehaviour:
UseGUIDsList: []
- guid: 40784921009324241a68ffc3b2ed7fcf
type: 2
- m_fileInfoHash: 2546.cs
+ m_fileInfoHash: 2580.cs
m_assetbundle:
m_addressable:
m_atlas:
- m_fileSize: 2546
- m_assetChangeTS: 1781434906
- m_fileInfoReadTS: 1781434934
- m_fileWriteTS: 1781434831
- m_cachefileWriteTS: 1781434831
+ m_fileSize: 2580
+ m_assetChangeTS: 1778983877
+ m_fileInfoReadTS: 1778983931
+ m_fileWriteTS: 1773552443
+ m_cachefileWriteTS: 1773552443
refreshStamp: 3
UseGUIDsList: []
- guid: 40b83fe632985494f96d2211c1963835
@@ -19111,15 +19111,15 @@ MonoBehaviour:
ids: 30000000
- guid: 1119784540bef4e73b37c7cb9f597065
type: 2
- m_fileInfoHash: 6004.cs
+ m_fileInfoHash: 6112.cs
m_assetbundle:
m_addressable:
m_atlas:
- m_fileSize: 6004
- m_assetChangeTS: 1781434906
- m_fileInfoReadTS: 1781434934
- m_fileWriteTS: 1781434508
- m_cachefileWriteTS: 1781434508
+ m_fileSize: 6112
+ m_assetChangeTS: 1778983877
+ m_fileInfoReadTS: 1778983930
+ m_fileWriteTS: 1773552443
+ m_cachefileWriteTS: 1773552443
refreshStamp: 3
UseGUIDsList: []
- guid: 1139f30c04130724d998e1bae48d15c6
@@ -111633,15 +111633,15 @@ MonoBehaviour:
UseGUIDsList: []
- guid: e6daf69621681491bb09cc72e2ff4bdb
type: 2
- m_fileInfoHash: 6104.cs
+ m_fileInfoHash: 6212.cs
m_assetbundle:
m_addressable:
m_atlas:
- m_fileSize: 6104
- m_assetChangeTS: 1781434906
- m_fileInfoReadTS: 1781434934
- m_fileWriteTS: 1781434497
- m_cachefileWriteTS: 1781434497
+ m_fileSize: 6212
+ m_assetChangeTS: 1778983877
+ m_fileInfoReadTS: 1778983918
+ m_fileWriteTS: 1773552443
+ m_cachefileWriteTS: 1773552443
refreshStamp: 3
UseGUIDsList: []
- guid: e6eaf65e87b042ddaf5a91ef8b512fb7
@@ -120756,15 +120756,15 @@ MonoBehaviour:
UseGUIDsList: []
- guid: 771a58a2b0d89ca4d9440f8463a03ff2
type: 2
- m_fileInfoHash: 8618.cs
+ m_fileInfoHash: 8601.cs
m_assetbundle:
m_addressable:
m_atlas:
- m_fileSize: 8618
- m_assetChangeTS: 1781614736
- m_fileInfoReadTS: 1781614746
- m_fileWriteTS: 1781447058
- m_cachefileWriteTS: 1781447058
+ m_fileSize: 8601
+ m_assetChangeTS: 1778983877
+ m_fileInfoReadTS: 1778983917
+ m_fileWriteTS: 1773552443
+ m_cachefileWriteTS: 1773552443
refreshStamp: 3
UseGUIDsList: []
- guid: 773a09ce32081ad4bbba6453a2a50423
@@ -128976,15 +128976,15 @@ MonoBehaviour:
UseGUIDsList: []
- guid: f7cd635f67bf63c4bbbb6b3ff8c1a295
type: 2
- m_fileInfoHash: 25969.cs
+ m_fileInfoHash: 26244.cs
m_assetbundle:
m_addressable:
m_atlas:
- m_fileSize: 25969
- m_assetChangeTS: 1781434906
- m_fileInfoReadTS: 1781434934
- m_fileWriteTS: 1781434487
- m_cachefileWriteTS: 1781434487
+ m_fileSize: 26244
+ m_assetChangeTS: 1780690083
+ m_fileInfoReadTS: 1780690094
+ m_fileWriteTS: 1780690075
+ m_cachefileWriteTS: 1780690075
refreshStamp: 3
UseGUIDsList: []
- guid: f7cd1e478bcba4d0f9570597921367a0
@@ -154572,15 +154572,15 @@ MonoBehaviour:
UseGUIDsList: []
- guid: 99c9720ab356a0642a771bea13969a05
type: 3
- m_fileInfoHash: 1260434.unity
+ m_fileInfoHash: 1266553.unity
m_assetbundle:
m_addressable:
m_atlas:
- m_fileSize: 1260434
- m_assetChangeTS: 1781435874
- m_fileInfoReadTS: 1781435877
- m_fileWriteTS: 1781435873
- m_cachefileWriteTS: 1781435873
+ m_fileSize: 1266553
+ m_assetChangeTS: 1780591987
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