update
This commit is contained in:
@@ -14,7 +14,7 @@ Shader "Soullies/hold"
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_line_density("line_density", Float) = 0.5
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_line_width("line_width", Range( 0 , 1)) = 0
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[HDR]_LINE("LINE", Color) = (1,1,1,1)
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_alpha("alpha", Float) = 0
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_MainAlpha("MainAlpha", Float) = 0
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_roll_speed("roll_speed", Float) = 0
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@@ -175,26 +175,19 @@ Shader "Soullies/hold"
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HLSLPROGRAM
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140009
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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@@ -205,31 +198,12 @@ Shader "Soullies/hold"
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#define SHADERPASS SHADERPASS_UNLIT
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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@@ -237,10 +211,6 @@ Shader "Soullies/hold"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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@@ -284,7 +254,7 @@ Shader "Soullies/hold"
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float _line_angle;
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float _line_density;
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float _line_width;
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float _alpha;
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float _MainAlpha;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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@@ -433,11 +403,7 @@ Shader "Soullies/hold"
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}
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#endif
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half4 frag ( VertexOutput IN
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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) : SV_Target
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half4 frag ( VertexOutput IN ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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@@ -476,7 +442,7 @@ Shader "Soullies/hold"
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float3 BakedAlbedo = 0;
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float3 BakedEmission = 0;
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float3 Color = ( lerpResult219 * IN.ase_color ).rgb;
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float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
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float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
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float AlphaClipThreshold = 0.5;
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float AlphaClipThresholdShadow = 0.5;
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@@ -489,18 +455,13 @@ Shader "Soullies/hold"
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade( IN.positionCS );
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LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
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#endif
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#ifdef ASE_FOG
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Color = MixFog( Color, IN.fogFactor );
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#endif
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#ifdef _WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayer();
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outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
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#endif
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return half4( Color, Alpha );
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}
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ENDHLSL
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@@ -519,17 +480,13 @@ Shader "Soullies/hold"
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ColorMask 0
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140009
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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@@ -538,21 +495,11 @@ Shader "Soullies/hold"
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#define SHADERPASS SHADERPASS_SHADOWCASTER
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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@@ -589,7 +536,7 @@ Shader "Soullies/hold"
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float _line_angle;
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float _line_density;
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float _line_width;
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float _alpha;
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float _MainAlpha;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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@@ -666,7 +613,6 @@ Shader "Soullies/hold"
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#endif
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o.positionCS = positionCS;
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return o;
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}
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@@ -781,7 +727,7 @@ Shader "Soullies/hold"
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float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
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float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
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float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
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float AlphaClipThreshold = 0.5;
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float AlphaClipThresholdShadow = 0.5;
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@@ -794,7 +740,7 @@ Shader "Soullies/hold"
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade( IN.positionCS );
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LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
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#endif
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return 0;
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@@ -814,36 +760,22 @@ Shader "Soullies/hold"
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AlphaToMask Off
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140009
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex vert
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#pragma fragment frag
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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@@ -881,7 +813,7 @@ Shader "Soullies/hold"
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float _line_angle;
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float _line_density;
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float _line_width;
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float _alpha;
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float _MainAlpha;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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@@ -1054,7 +986,7 @@ Shader "Soullies/hold"
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float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
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float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
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float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
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float AlphaClipThreshold = 0.5;
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#ifdef _ALPHATEST_ON
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@@ -1062,7 +994,7 @@ Shader "Soullies/hold"
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade( IN.positionCS );
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LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
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#endif
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return 0;
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}
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@@ -1080,15 +1012,11 @@ Shader "Soullies/hold"
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AlphaToMask Off
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HLSLPROGRAM
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140009
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex vert
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#pragma fragment frag
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@@ -1097,30 +1025,11 @@ Shader "Soullies/hold"
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#define ATTRIBUTES_NEED_TANGENT
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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@@ -1154,7 +1063,7 @@ Shader "Soullies/hold"
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float _line_angle;
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float _line_density;
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float _line_width;
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float _alpha;
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float _MainAlpha;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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@@ -1316,7 +1225,7 @@ Shader "Soullies/hold"
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float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
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surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
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surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
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surfaceDescription.AlphaClipThreshold = 0.5;
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#if _ALPHATEST_ON
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@@ -1343,15 +1252,11 @@ Shader "Soullies/hold"
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AlphaToMask Off
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HLSLPROGRAM
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140009
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex vert
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#pragma fragment frag
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@@ -1361,37 +1266,14 @@ Shader "Soullies/hold"
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#define ASE_NEEDS_VERT_NORMAL
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@@ -1422,7 +1304,7 @@ Shader "Soullies/hold"
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float _line_angle;
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float _line_density;
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float _line_width;
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float _alpha;
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float _MainAlpha;
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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@@ -1581,7 +1463,7 @@ Shader "Soullies/hold"
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float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
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surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
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surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
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surfaceDescription.AlphaClipThreshold = 0.5;
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#if _ALPHATEST_ON
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@@ -1612,21 +1494,13 @@ Shader "Soullies/hold"
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ZWrite On
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1637,37 +1511,14 @@ Shader "Soullies/hold"
|
||||
|
||||
#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
|
||||
@@ -1698,7 +1549,7 @@ Shader "Soullies/hold"
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1837,12 +1688,7 @@ Shader "Soullies/hold"
|
||||
}
|
||||
#endif
|
||||
|
||||
void frag( VertexOutput IN
|
||||
, out half4 outNormalWS : SV_Target0
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
)
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float4 ClipPos = IN.clipPosV;
|
||||
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||||
@@ -1860,7 +1706,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1868,24 +1714,12 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#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
|
||||
float3 normalWS = IN.normalWS;
|
||||
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
uint renderingLayers = GetMeshRenderingLayer();
|
||||
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
||||
#endif
|
||||
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
@@ -1921,8 +1755,9 @@ Node;AmplifyShaderEditor.Compare;203;-640,224;Inherit;False;4;4;0;FLOAT;0;False;
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;206;-102.1213,328.8957;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;88;112,288;Inherit;False;Property;_OUT;OUT;2;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;0.8055493,2.033361,2.996078,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;87;64,-32;Inherit;False;Property;_IN;IN;1;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,1;0.007843138,0.01960784,0.04313726,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;222;560,784;Inherit;False;Property;_MainAlpha;MainAlpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.LerpOp;86;480,160;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;222;800,672;Inherit;False;Property;_alpha;alpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;231;752,800;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;223;1008,640;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode;92;880,384;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;212;-975.5806,641.2566;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
@@ -1975,8 +1810,9 @@ WireConnection;206;1;203;0
|
||||
WireConnection;86;0;87;0
|
||||
WireConnection;86;1;88;0
|
||||
WireConnection;86;2;206;0
|
||||
WireConnection;231;0;222;0
|
||||
WireConnection;223;0;86;0
|
||||
WireConnection;223;1;222;0
|
||||
WireConnection;223;1;231;0
|
||||
WireConnection;212;0;208;0
|
||||
WireConnection;212;1;213;0
|
||||
WireConnection;214;0;212;0
|
||||
@@ -2001,4 +1837,4 @@ WireConnection;230;1;227;0
|
||||
WireConnection;20;2;93;0
|
||||
WireConnection;20;3;224;0
|
||||
ASEEND*/
|
||||
//CHKSM=FC12895C4CB503E90DAF1A80E8E8DC2F2193E403
|
||||
//CHKSM=D25111DD9F8BA8DECFF8EE0CCADE94652F8AF52C
|
||||
Reference in New Issue
Block a user