Files
ichni_Creator_Studio/Assets/Shaders/TrackShader.shader

637 lines
24 KiB
Plaintext
Executable File

// Made with Amplify Shader Editor v1.9.5.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Soullies/TrackShader"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_MainTexture("MainTexture", 2D) = "white" {}
_BaseColor("BaseColor", Color) = (0,0,0,0)
[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
[Toggle(_USEREDASALPHA_ON)] _UseRedAsAlpha("UseRedAsAlpha", Float) = 1
[Toggle(_EMISSION_ON)] _Emission("Emission", Float) = 0
[Toggle]_ZWrite("ZWrite", Range( 0 , 1)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
Cull Back
HLSLINCLUDE
#pragma target 3.5
#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"
ENDHLSL
Pass
{
Name "Sprite Unlit"
Tags { "LightMode"="Universal2D" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite [_ZWrite]
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEUNLIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#pragma shader_feature_local _USEREDASALPHA_ON
#pragma shader_feature_local _EMISSION_ON
sampler2D _MainTexture;
CBUFFER_START( UnityPerMaterial )
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
float4 _RendererColor;
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 );
#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.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float2 uv_MainTexture = IN.texCoord0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
float4 break10 = tex2D( _MainTexture, uv_MainTexture );
#ifdef _USEREDASALPHA_ON
float staticSwitch28 = break10.r;
#else
float staticSwitch28 = break10.a;
#endif
float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
#ifdef _EMISSION_ON
float4 staticSwitch31 = _EmissionColor;
#else
float4 staticSwitch31 = color52;
#endif
float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
Color *= IN.color * _RendererColor;
return Color;
}
ENDHLSL
}
Pass
{
Name "Sprite Unlit Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite [_ZWrite]
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#pragma shader_feature_local _USEREDASALPHA_ON
#pragma shader_feature_local _EMISSION_ON
sampler2D _MainTexture;
CBUFFER_START( UnityPerMaterial )
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
float4 _RendererColor;
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 );
#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.normal = v.normal;
v.tangent.xyz = v.tangent.xyz;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
return o;
}
half4 frag( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float2 uv_MainTexture = IN.texCoord0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
float4 break10 = tex2D( _MainTexture, uv_MainTexture );
#ifdef _USEREDASALPHA_ON
float staticSwitch28 = break10.r;
#else
float staticSwitch28 = break10.a;
#endif
float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
#ifdef _EMISSION_ON
float4 staticSwitch31 = _EmissionColor;
#else
float4 staticSwitch31 = color52;
#endif
float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
Color *= IN.color * _RendererColor;
return Color;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#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/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#pragma shader_feature_local _USEREDASALPHA_ON
#pragma shader_feature_local _EMISSION_ON
sampler2D _MainTexture;
CBUFFER_START( UnityPerMaterial )
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
int _ObjectId;
int _PassValue;
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 );
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.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
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
float2 uv_MainTexture = IN.ase_texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
float4 break10 = tex2D( _MainTexture, uv_MainTexture );
#ifdef _USEREDASALPHA_ON
float staticSwitch28 = break10.r;
#else
float staticSwitch28 = break10.a;
#endif
float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
#ifdef _EMISSION_ON
float4 staticSwitch31 = _EmissionColor;
#else
float4 staticSwitch31 = color52;
#endif
float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
Cull Off
HLSLPROGRAM
#define ASE_SRP_VERSION 140011
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 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/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#pragma shader_feature_local _USEREDASALPHA_ON
#pragma shader_feature_local _EMISSION_ON
sampler2D _MainTexture;
CBUFFER_START( UnityPerMaterial )
float4 _MainTexture_ST;
float4 _BaseColor;
float4 _EmissionColor;
float _ZWrite;
CBUFFER_END
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _SelectionID;
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 );
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.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
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN ) : SV_TARGET
{
float2 uv_MainTexture = IN.ase_texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
float4 break10 = tex2D( _MainTexture, uv_MainTexture );
#ifdef _USEREDASALPHA_ON
float staticSwitch28 = break10.r;
#else
float staticSwitch28 = break10.a;
#endif
float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
#ifdef _EMISSION_ON
float4 staticSwitch31 = _EmissionColor;
#else
float4 staticSwitch31 = color52;
#endif
float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
half4 outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
Version=19501
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WireConnection;10;0;6;0
WireConnection;28;1;10;3
WireConnection;28;0;10;0
WireConnection;13;0;10;0
WireConnection;13;1;10;1
WireConnection;13;2;10;2
WireConnection;13;3;28;0
WireConnection;14;0;13;0
WireConnection;14;1;8;0
WireConnection;31;1;52;0
WireConnection;31;0;20;0
WireConnection;21;0;14;0
WireConnection;21;1;31;0
WireConnection;46;1;21;0
ASEEND*/
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