Files
ichni_Creator_Studio/Assets/Shaders/LF_URP后期2.0.shader
SoulliesOfficial 1a3d37d9b5 一些特效
2025-06-28 03:01:03 -04:00

2639 lines
132 KiB
GLSL

// Made with Amplify Shader Editor v1.9.5.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "LF/URP后期2.0"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_Float20("", Float) = 0
_Float19("", Float) = 1
_Float28("", Float) = 0
_Float36("", Range( 0 , 1)) = 0
_Float6("U", Range( -0.5 , 0.5)) = 0
_Float7("V", Range( -0.5 , 0.5)) = 0
[Header(________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(10) ]_TextureSample1("Mask", 2D) = "white" {}
[Enum(R,0,A,1)]_Float30("Mask通道", Float) = 3
[Toggle]_Float24("OneMinusMask", Float) = 0
_MaskPower1("MaskPower", Float) = 1
_Float9("Msak强度", Float) = 1
[Header(________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(10) ]_Float11("", Float) = 0
[Enum(Material,0,Custom1y,1)]_Float17("", Float) = 0
_Float5("", Float) = 0
[Enum(Material,0,Custom1x,1)]_Float18("", Float) = 0
_Float8("", Range( 0 , 1)) = 1
_Float27("", Float) = 0
[Header(________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Toggle][Space(10) ]_Float4("", Float) = 0
[Enum(Material,0,Custom1w,1)]_Float10("", Float) = 0
_Color0("1", Color) = (1,1,1,1)
_Color1("2", Color) = (0,0,0,1)
[Toggle]_Float33("", Float) = 0
[Enum(Material,0,ParticleAlphy,1)]_Float34("", Float) = 0
_TextureSample0("", 2D) = "white" {}
[Enum(U,0,V,1)]_Float31("", Float) = 0
[Enum(Material,0,Custom1z,1)]_Float32("", Float) = 0
_Float21("", Range( 0 , 1)) = 0
[HideInInspector]_TextureSample0_ST("_TextureSample0_ST", Vector) = (10,0.4,0,0)
_Float2("", Range( 0 , 1)) = 1
_Float3("", Range( 0 , 0.1)) = 0
[HideInInspector]_TextureSample1_ST("_TextureSample1_ST", Vector) = (1,1,0,0)
[Header(______________________________________________________________________________________________________________________________)][Enum(Partercal,0,Material,1)][Space(10) ]_Float25("(Custom2xy_UV震频,zw_UV振幅)", Float) = 1
_Float15("U震频测试()", Float) = 0
_Float14("U振幅测试", Range( 0 , 1)) = 0
_Float12("V振频测试()", Float) = 0
_Float13("V振幅测试", Range( 0 , 1)) = 0
[Header(________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(10) ]_TextureSample2("", 2D) = "white" {}
_Float26("", Range( 0 , 1)) = 0
_Float23("", Range( -1 , 1)) = 0
[HideInInspector]_TextureSample2_ST("_TextureSample2_ST", Vector) = (1,1,0,0)
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent+1000" "UniversalMaterialType"="Unlit" }
Cull Off
AlphaToMask Off
HLSLINCLUDE
#pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="Grab" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_SRP_VERSION 140009
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#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"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_FRAG_SCREEN_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD3;
#endif
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _TextureSample1_ST;
float4 _TextureSample2_ST;
float4 _TextureSample0_ST;
float4 _Color0;
float _Float18;
float _Float11;
float _Float17;
float _Float8;
float _Float36;
float _Float2;
float _Float3;
float _Float21;
float _Float33;
float _Float34;
float _Float4;
float _Float10;
float _Float5;
float _Float9;
float _Float24;
float _Float20;
float _Float28;
float _Float26;
float _Float23;
float _Float15;
float _Float12;
float _Float14;
float _MaskPower1;
float _Float13;
float _Float6;
float _Float7;
float _Float31;
float _Float32;
float _Float27;
float _Float30;
float _Float25;
float _Float19;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _TextureSample2;
sampler2D _AfterPostProcessTexture;
sampler2D _TextureSample0;
sampler2D _TextureSample1;
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
{
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos;
o.y = pos.w * 0.5f;
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
return o;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_texcoord4 = v.ase_texcoord2;
o.ase_texcoord5.xy = v.ase_texcoord.xy;
o.ase_texcoord6 = v.ase_texcoord1;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord5.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord2 = v.ase_texcoord2;
o.ase_texcoord = v.ase_texcoord;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
float2 appendResult439 = (float2(ase_grabScreenPosNorm.r , ase_grabScreenPosNorm.g));
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float2 appendResult393 = (float2(( ase_screenPosNorm.x * ( _ScreenParams.x / _ScreenParams.y ) ) , ase_screenPosNorm.y));
float cos449 = cos( ( _Float26 * PI ) );
float sin449 = sin( ( _Float26 * PI ) );
float2 rotator449 = mul( appendResult393 - float2( 0,0 ) , float2x2( cos449 , -sin449 , sin449 , cos449 )) + float2( 0,0 );
float2 appendResult287 = (float2(_TextureSample2_ST.x , _TextureSample2_ST.y));
float2 appendResult288 = (float2(_TextureSample2_ST.z , _TextureSample2_ST.w));
float4 tex2DNode278 = tex2D( _TextureSample2, (rotator449*appendResult287 + appendResult288) );
float4 temp_cast_0 = (( tex2DNode278.r * _Float23 )).xxxx;
float4 texCoord147 = IN.ase_texcoord4;
texCoord147.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
float4 appendResult218 = (float4(_Float15 , _Float12 , _Float14 , _Float13));
float4 lerpResult333 = lerp( texCoord147 , appendResult218 , _Float25);
float4 break224 = lerpResult333;
float2 appendResult421 = (float2(( sin( break224.x ) * break224.z * 0.5 ) , ( sin( break224.y ) * break224.w * 0.5 )));
float2 clampResult422 = clamp( appendResult421 , float2( -1,-1 ) , float2( 1,1 ) );
float2 zhenpingUV409 = ((ase_grabScreenPosNorm).xy*1.0 + clampResult422);
float2 appendResult65 = (float2(_Float6 , _Float7));
float2 jizuobiaoUV274 = ( zhenpingUV409 - appendResult65 );
float2 texCoord257 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
float2 break245 = float2( 1,0 );
float cos248 = cos( ( length( (texCoord257*2.0 + -1.0) ) * break245.y ) );
float sin248 = sin( ( length( (texCoord257*2.0 + -1.0) ) * break245.y ) );
float2 rotator248 = mul( jizuobiaoUV274 - float2( 0.5,0.5 ) , float2x2( cos248 , -sin248 , sin248 , cos248 )) + float2( 0.5,0.5 );
float2 temp_output_262_0 = (rotator248*2.0 + -1.0);
float2 break255 = temp_output_262_0;
float temp_output_261_0 = ( ( atan2( break255.y , break255.x ) / ( 2.0 * PI ) ) + 0.5 );
float temp_output_258_0 = pow( length( temp_output_262_0 ) , break245.x );
float2 appendResult253 = (float2(temp_output_261_0 , temp_output_258_0));
float2 appendResult247 = (float2(temp_output_258_0 , temp_output_261_0));
float2 lerpResult373 = lerp( appendResult253 , appendResult247 , _Float31);
float2 appendResult154 = (float2(_TextureSample0_ST.z , _TextureSample0_ST.w));
float4 texCoord150 = IN.ase_texcoord6;
texCoord150.xy = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float2 appendResult153 = (float2(_TextureSample0_ST.z , texCoord150.z));
float2 lerpResult376 = lerp( appendResult154 , appendResult153 , _Float32);
float4 appendResult155 = (float4(_TextureSample0_ST.xy , lerpResult376));
float4 break242 = appendResult155;
float2 appendResult252 = (float2(break242.x , break242.y));
float2 appendResult241 = (float2(break242.z , break242.w));
float2 appendResult243 = (float2((lerpResult373*appendResult252 + appendResult241).x , 0.0));
float jizuobiaowenli423 = tex2D( _TextureSample0, appendResult243 ).r;
float2 temp_cast_2 = (jizuobiaowenli423).xx;
float2 appendResult166 = (float2(_TextureSample1_ST.x , _TextureSample1_ST.y));
float2 appendResult167 = (float2(_TextureSample1_ST.z , _TextureSample1_ST.w));
float4 tex2DNode130 = tex2D( _TextureSample1, (zhenpingUV409*appendResult166 + appendResult167) );
float lerpResult365 = lerp( tex2DNode130.r , tex2DNode130.a , _Float30);
float lerpResult400 = lerp( lerpResult365 , ( 1.0 - lerpResult365 ) , _Float24);
float mask173 = saturate( ( pow( lerpResult400 , _MaskPower1 ) * _Float9 ) );
float2 lerpResult429 = lerp( zhenpingUV409 , temp_cast_2 , ( _Float27 * 0.01 * mask173 ));
float2 jizuobiaopianyi433 = lerpResult429;
half2 fangsheUV74 = ( jizuobiaopianyi433 - (float2( 0,0 ) + (appendResult65 - float2( -0.5,-0.5 )) * (float2( 1,1 ) - float2( 0,0 )) / (float2( 0.5,0.5 ) - float2( -0.5,-0.5 ))) );
float4 texCoord144 = IN.ase_texcoord6;
texCoord144.xy = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float lerpResult387 = lerp( _Float5 , texCoord144.x , _Float18);
float2 temp_output_51_0 = ( fangsheUV74 * float2( 0.01,0.01 ) * lerpResult387 );
float2 temp_output_72_0 = ( jizuobiaopianyi433 - temp_output_51_0 );
float4 tex2DNode295 = tex2D( _AfterPostProcessTexture, temp_output_72_0 );
float4 texCoord186 = IN.ase_texcoord6;
texCoord186.xy = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float lerpResult385 = lerp( _Float11 , texCoord186.y , _Float17);
float2 temp_output_189_0 = ( lerpResult385 * float2( 0.01,0.01 ) * fangsheUV74 );
float2 temp_output_190_0 = ( jizuobiaopianyi433 - temp_output_189_0 );
float2 temp_output_191_0 = ( temp_output_190_0 - temp_output_189_0 );
float4 appendResult60 = (float4(tex2D( _AfterPostProcessTexture, temp_output_190_0 ).r , tex2D( _AfterPostProcessTexture, temp_output_191_0 ).g , tex2D( _AfterPostProcessTexture, ( temp_output_191_0 - temp_output_189_0 ) ).b , 1.0));
float2 temp_output_80_0 = ( temp_output_72_0 - temp_output_51_0 );
float2 temp_output_81_0 = ( temp_output_80_0 - temp_output_51_0 );
float2 temp_output_96_0 = ( temp_output_81_0 - temp_output_51_0 );
float2 temp_output_97_0 = ( temp_output_96_0 - temp_output_51_0 );
float2 temp_output_98_0 = ( temp_output_97_0 - temp_output_51_0 );
float2 temp_output_99_0 = ( temp_output_98_0 - temp_output_51_0 );
float2 temp_output_100_0 = ( temp_output_99_0 - temp_output_51_0 );
float2 temp_output_101_0 = ( temp_output_100_0 - temp_output_51_0 );
float2 temp_output_103_0 = ( temp_output_101_0 - temp_output_51_0 );
float2 temp_output_102_0 = ( temp_output_103_0 - temp_output_51_0 );
float2 temp_output_105_0 = ( temp_output_102_0 - temp_output_51_0 );
float2 temp_output_104_0 = ( temp_output_105_0 - temp_output_51_0 );
float2 temp_output_107_0 = ( temp_output_104_0 - temp_output_51_0 );
float2 temp_output_106_0 = ( temp_output_107_0 - temp_output_51_0 );
float2 temp_output_109_0 = ( temp_output_106_0 - temp_output_51_0 );
float2 temp_output_112_0 = ( temp_output_109_0 - temp_output_51_0 );
float2 temp_output_113_0 = ( temp_output_112_0 - temp_output_51_0 );
float2 temp_output_115_0 = ( temp_output_113_0 - temp_output_51_0 );
float4 appendResult123 = (float4(( ( ( tex2DNode295 + tex2D( _AfterPostProcessTexture, temp_output_80_0 ) + tex2D( _AfterPostProcessTexture, temp_output_81_0 ) + tex2D( _AfterPostProcessTexture, temp_output_96_0 ) + tex2D( _AfterPostProcessTexture, temp_output_97_0 ) + tex2D( _AfterPostProcessTexture, temp_output_98_0 ) + tex2D( _AfterPostProcessTexture, temp_output_99_0 ) + tex2D( _AfterPostProcessTexture, temp_output_100_0 ) + tex2D( _AfterPostProcessTexture, temp_output_101_0 ) + tex2D( _AfterPostProcessTexture, temp_output_103_0 ) ) + ( tex2D( _AfterPostProcessTexture, temp_output_102_0 ) + tex2D( _AfterPostProcessTexture, temp_output_105_0 ) + tex2D( _AfterPostProcessTexture, temp_output_104_0 ) + tex2D( _AfterPostProcessTexture, temp_output_107_0 ) + tex2D( _AfterPostProcessTexture, temp_output_106_0 ) + tex2D( _AfterPostProcessTexture, temp_output_109_0 ) + tex2D( _AfterPostProcessTexture, temp_output_112_0 ) + tex2D( _AfterPostProcessTexture, temp_output_113_0 ) + tex2D( _AfterPostProcessTexture, temp_output_115_0 ) + tex2D( _AfterPostProcessTexture, ( temp_output_115_0 - temp_output_51_0 ) ) ) ) / 20.0 ).rgb , 1.0));
float4 lerpResult128 = lerp( appendResult60 , appendResult123 , _Float8);
float4 lerpResult131 = lerp( tex2DNode295 , lerpResult128 , mask173);
float4 mohu194 = lerpResult131;
float3 desaturateInitialColor25 = mohu194.xyz;
float desaturateDot25 = dot( desaturateInitialColor25, float3( 0.299, 0.587, 0.114 ));
float3 desaturateVar25 = lerp( desaturateInitialColor25, desaturateDot25.xxx, 1.0 );
float temp_output_27_0 = (desaturateVar25).x;
float lerpResult233 = lerp( 1.0 , jizuobiaowenli423 , _Float21);
float lerpResult181 = lerp( temp_output_27_0 , lerpResult233 , mask173);
float smoothstepResult11 = smoothstep( _Float2 , ( _Float2 + _Float3 ) , ( temp_output_27_0 + ( temp_output_27_0 * lerpResult181 ) ));
float lerpResult378 = lerp( _Float33 , IN.ase_color.a , _Float34);
float lerpResult32 = lerp( smoothstepResult11 , ( 1.0 - smoothstepResult11 ) , lerpResult378);
float4 lerpResult15 = lerp( _Color0 , _Color1 , lerpResult32);
float4 texCoord425 = IN.ase_texcoord6;
texCoord425.xy = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float lerpResult381 = lerp( _Float4 , texCoord425.w , _Float10);
float4 lerpResult225 = lerp( mohu194 , lerpResult15 , lerpResult381);
float4 temp_cast_7 = (_Float20).xxxx;
float4 temp_cast_8 = (_Float19).xxxx;
float4 lerpResult283 = lerp( temp_cast_0 , (temp_cast_7 + (lerpResult225 - float4( 0,0,0,0 )) * (temp_cast_8 - temp_cast_7) / (float4( 1,1,1,1 ) - float4( 0,0,0,0 ))) , saturate( ( tex2DNode278.r + _Float23 ) ));
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( pow( (1.0 + (distance( appendResult439 , float2( 0.5,0.5 ) ) - 0.0) * (0.0 - 1.0) / (( 1.0 - _Float36 ) - 0.0)) , _Float28 ) * lerpResult283 ).rgb;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#if defined(_DBUFFER)
ApplyDecalToBaseColor(IN.positionCS, Color);
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 140009
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_SHADOWCASTER
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#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
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _TextureSample1_ST;
float4 _TextureSample2_ST;
float4 _TextureSample0_ST;
float4 _Color0;
float _Float18;
float _Float11;
float _Float17;
float _Float8;
float _Float36;
float _Float2;
float _Float3;
float _Float21;
float _Float33;
float _Float34;
float _Float4;
float _Float10;
float _Float5;
float _Float9;
float _Float24;
float _Float20;
float _Float28;
float _Float26;
float _Float23;
float _Float15;
float _Float12;
float _Float14;
float _MaskPower1;
float _Float13;
float _Float6;
float _Float7;
float _Float31;
float _Float32;
float _Float27;
float _Float30;
float _Float25;
float _Float19;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float3 _LightDirection;
float3 _LightPosition;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
float3 normalWS = TransformObjectToWorldDir( v.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
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 140009
#pragma vertex vert
#pragma fragment frag
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#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
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _TextureSample1_ST;
float4 _TextureSample2_ST;
float4 _TextureSample0_ST;
float4 _Color0;
float _Float18;
float _Float11;
float _Float17;
float _Float8;
float _Float36;
float _Float2;
float _Float3;
float _Float21;
float _Float33;
float _Float34;
float _Float4;
float _Float10;
float _Float5;
float _Float9;
float _Float24;
float _Float20;
float _Float28;
float _Float26;
float _Float23;
float _Float15;
float _Float12;
float _Float14;
float _MaskPower1;
float _Float13;
float _Float6;
float _Float7;
float _Float31;
float _Float32;
float _Float27;
float _Float30;
float _Float25;
float _Float19;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.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"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _TextureSample1_ST;
float4 _TextureSample2_ST;
float4 _TextureSample0_ST;
float4 _Color0;
float _Float18;
float _Float11;
float _Float17;
float _Float8;
float _Float36;
float _Float2;
float _Float3;
float _Float21;
float _Float33;
float _Float34;
float _Float4;
float _Float10;
float _Float5;
float _Float9;
float _Float24;
float _Float20;
float _Float28;
float _Float26;
float _Float23;
float _Float15;
float _Float12;
float _Float14;
float _MaskPower1;
float _Float13;
float _Float6;
float _Float7;
float _Float31;
float _Float32;
float _Float27;
float _Float30;
float _Float25;
float _Float19;
#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;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.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
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _TextureSample1_ST;
float4 _TextureSample2_ST;
float4 _TextureSample0_ST;
float4 _Color0;
float _Float18;
float _Float11;
float _Float17;
float _Float8;
float _Float36;
float _Float2;
float _Float3;
float _Float21;
float _Float33;
float _Float34;
float _Float4;
float _Float10;
float _Float5;
float _Float9;
float _Float24;
float _Float20;
float _Float28;
float _Float26;
float _Float23;
float _Float15;
float _Float12;
float _Float14;
float _MaskPower1;
float _Float13;
float _Float6;
float _Float7;
float _Float31;
float _Float32;
float _Float27;
float _Float30;
float _Float25;
float _Float19;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 _SelectionID;
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormalsOnly" }
ZTest LEqual
ZWrite On
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 140009
#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
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.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
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 normalWS : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _TextureSample1_ST;
float4 _TextureSample2_ST;
float4 _TextureSample0_ST;
float4 _Color0;
float _Float18;
float _Float11;
float _Float17;
float _Float8;
float _Float36;
float _Float2;
float _Float3;
float _Float21;
float _Float33;
float _Float34;
float _Float4;
float _Float10;
float _Float5;
float _Float9;
float _Float24;
float _Float20;
float _Float28;
float _Float26;
float _Float23;
float _Float15;
float _Float12;
float _Float14;
float _MaskPower1;
float _Float13;
float _Float6;
float _Float7;
float _Float31;
float _Float32;
float _Float27;
float _Float30;
float _Float25;
float _Float19;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
o.normalWS = TransformObjectToWorldNormal( v.normalOS );
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
void frag( VertexOutput IN
, out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(IN.normalWS);
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
float3 normalWS = IN.normalWS;
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
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