Merge branch 'master' of http://49.51.180.244:3000/Soullies/ichni_Official
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|
||||
- _vertexoffset: 0
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color0: {r: 0.1544589, g: 0.2214439, b: 0.8396226, a: 1}
|
||||
- _Color1: {r: 1.4845159, g: 3.7472029, b: 5.5213575, a: 1}
|
||||
- _ColorA: {r: 0.08490568, g: 0.005206483, b: 0.005206483, a: 0}
|
||||
- _ColorB: {r: 2.270603, g: 0.9966403, b: 0.4177054, a: 0}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _IN: {r: 0.007843138, g: 0.019607844, b: 0.043137256, a: 1}
|
||||
- _ImageColor: {r: 1, g: 1, b: 1, a: 0}
|
||||
- _LINE: {r: 0.9886223, g: 1.15973, b: 1.8156428, a: 1}
|
||||
- _OUT: {r: 0.08875392, g: 0.2218848, b: 0.32599998, a: 1}
|
||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||
- _Vector0: {r: -0.05, g: 1, b: 0, a: 0}
|
||||
- _colorremap: {r: 0.5, g: 1, b: 0, a: 1}
|
||||
- _edgecolor: {r: 3.482202, g: 0.7062957, b: 0.7062957, a: 1}
|
||||
- _incolor: {r: 0.0036489824, g: 0.0045186332, b: 0.01886791, a: 1}
|
||||
- _outcolor: {r: 0.30494228, g: 0.24874942, b: 1.1141175, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ec5e48ed78421f4a830a1c1fda038c2
|
||||
guid: d05781b8c20d0eb46ad3ec9a35a0dd10
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
@@ -30,7 +30,7 @@ Material:
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: 3000
|
||||
m_CustomRenderQueue: 2700
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
|
||||
4922
Assets/000_assets/prefab/NEW/floor.prefab
Normal file
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 01d64e1f5839baa499d57e93527ac9d4
|
||||
guid: c6d877eb30abcf34d9afd5448abf614b
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
@@ -6,8 +6,8 @@ Shader "Soullies/parallax"
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
_mainTex("mainTex", 2D) = "white" {}
|
||||
[KeywordEnum(R,A)] _Keyword0("Keyword 0", Float) = 0
|
||||
_mainTex("mainTex", 2D) = "white" {}
|
||||
_depth("depth", Range( 0 , 1)) = 0
|
||||
[HDR]_outcolor("out color", Color) = (1,1,1,1)
|
||||
[HDR]_incolor("in color", Color) = (1,1,1,1)
|
||||
@@ -42,7 +42,7 @@ Shader "Soullies/parallax"
|
||||
|
||||
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-300" "UniversalMaterialType"="Unlit" }
|
||||
|
||||
Cull Back
|
||||
AlphaToMask Off
|
||||
@@ -176,26 +176,19 @@ Shader "Soullies/parallax"
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140012
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options renderinglayer
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile_fog
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#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
|
||||
@@ -206,31 +199,12 @@ Shader "Soullies/parallax"
|
||||
|
||||
#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"
|
||||
@@ -238,10 +212,6 @@ Shader "Soullies/parallax"
|
||||
#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_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
#pragma shader_feature_local _KEYWORD0_R _KEYWORD0_A
|
||||
@@ -455,11 +425,7 @@ Shader "Soullies/parallax"
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag ( VertexOutput IN
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
) : SV_Target
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
@@ -550,18 +516,13 @@ Shader "Soullies/parallax"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#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
|
||||
@@ -580,17 +541,13 @@ Shader "Soullies/parallax"
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140012
|
||||
|
||||
|
||||
|
||||
#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 _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
@@ -599,21 +556,11 @@ Shader "Soullies/parallax"
|
||||
|
||||
#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
|
||||
|
||||
#pragma shader_feature_local _KEYWORD0_R _KEYWORD0_A
|
||||
#pragma shader_feature_local _CUSTOMUFLOAT_ON
|
||||
|
||||
@@ -731,7 +678,6 @@ Shader "Soullies/parallax"
|
||||
#endif
|
||||
|
||||
o.positionCS = positionCS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
@@ -874,7 +820,7 @@ Shader "Soullies/parallax"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
@@ -894,36 +840,22 @@ Shader "Soullies/parallax"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140012
|
||||
|
||||
|
||||
|
||||
#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 _ DOTS_INSTANCING_ON
|
||||
|
||||
#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
|
||||
|
||||
#pragma shader_feature_local _KEYWORD0_R _KEYWORD0_A
|
||||
#pragma shader_feature_local _CUSTOMUFLOAT_ON
|
||||
|
||||
@@ -1161,7 +1093,7 @@ Shader "Soullies/parallax"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
@@ -1179,15 +1111,11 @@ Shader "Soullies/parallax"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140012
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1196,30 +1124,11 @@ Shader "Soullies/parallax"
|
||||
#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"
|
||||
|
||||
@@ -1457,15 +1366,11 @@ Shader "Soullies/parallax"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140012
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1475,37 +1380,14 @@ Shader "Soullies/parallax"
|
||||
|
||||
#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
|
||||
|
||||
#pragma shader_feature_local _KEYWORD0_R _KEYWORD0_A
|
||||
#pragma shader_feature_local _CUSTOMUFLOAT_ON
|
||||
|
||||
@@ -1741,21 +1623,13 @@ Shader "Soullies/parallax"
|
||||
ZWrite On
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140012
|
||||
|
||||
|
||||
|
||||
#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
|
||||
@@ -1766,37 +1640,14 @@ Shader "Soullies/parallax"
|
||||
|
||||
#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
|
||||
|
||||
#pragma shader_feature_local _KEYWORD0_R _KEYWORD0_A
|
||||
#pragma shader_feature_local _CUSTOMUFLOAT_ON
|
||||
|
||||
@@ -1979,12 +1830,7 @@ Shader "Soullies/parallax"
|
||||
}
|
||||
#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 );
|
||||
@@ -2018,24 +1864,12 @@ Shader "Soullies/parallax"
|
||||
#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
|
||||
@@ -2053,10 +1887,10 @@ Shader "Soullies/parallax"
|
||||
Version=19501
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;42;-2672,1120;Inherit;False;Property;_dissolvefloat;dissolve float;7;0;Create;True;0;0;0;False;0;False;0.2982103;1.05;0;1.05;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;60;-2736,1248;Inherit;False;1;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SamplerNode;14;-272,-304;Inherit;True;Property;_TextureSample2;Texture Sample 0;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;2;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SamplerNode;14;-272,-304;Inherit;True;Property;_TextureSample2;Texture Sample 0;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;2;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.StaticSwitch;59;-2368,1216;Inherit;False;Property;_customUfloat;customU float;9;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;40;-2320,848;Inherit;True;Property;_dissolve;dissolve;5;0;Create;True;0;0;0;False;0;False;-1;3e826cfc16029dc45981831227fd6fde;9ee278e3724f2cf409920858ec68629a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.StaticSwitch;15;96,-240;Inherit;True;Property;_Keyword2;Keyword 0;1;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;R;A;Reference;5;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;40;-2320,848;Inherit;True;Property;_dissolve;dissolve;5;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.StaticSwitch;15;96,-240;Inherit;True;Property;_Keyword2;Keyword 0;0;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;R;A;Reference;5;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StepOpNode;41;-1776,1024;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode;61;416,-288;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.ViewDirInputsCoordNode;3;-880,496;Inherit;False;Tangent;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||||
@@ -2064,8 +1898,7 @@ Node;AmplifyShaderEditor.RangedFloatNode;6;-1008,352;Inherit;False;Property;_dep
|
||||
Node;AmplifyShaderEditor.ParallaxMappingNode;1;-512,16;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.ColorNode;12;64,224;Inherit;False;Property;_outcolor;out color;3;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;13;80,448;Inherit;False;Property;_incolor;in color;4;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;0.8980392,0.5110189,0.2941177,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SamplerNode;2;-2528,-16;Inherit;True;Property;_mainTex;mainTex;0;0;Create;True;0;0;0;False;0;False;-1;325d33c6d266f0e448f60efb34dde7b1;6ae2752a49d853b40859d393f0a03f13;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.StaticSwitch;5;-2112,32;Inherit;False;Property;_Keyword0;Keyword 0;1;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;R;A;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;5;-2112,32;Inherit;False;Property;_Keyword0;Keyword 0;0;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;R;A;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;56;688,288;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.LerpOp;10;448,160;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.LerpOp;52;-528,1040;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||||
@@ -2078,10 +1911,11 @@ Node;AmplifyShaderEditor.ComponentMaskNode;53;176,1040;Inherit;False;True;True;T
|
||||
Node;AmplifyShaderEditor.ColorNode;49;-1312,1440;Inherit;False;Property;_edgecolor;edge color;8;1;[HDR];Create;True;0;0;0;False;0;False;3.482202,0.7062957,0.7062957,1;38.93715,7.897629,7.897629,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.Vector4Node;30;-1296,160;Inherit;False;Constant;_Vector0;Vector 0;5;0;Create;True;0;0;0;False;0;False;0,1,1,0;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;57;512,0;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;8;-224,-16;Inherit;True;Property;_TextureSample1;Texture Sample 0;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;2;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SamplerNode;8;-224,-16;Inherit;True;Property;_TextureSample1;Texture Sample 0;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;2;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;29;-928,32;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;7;-976,-192;Inherit;False;0;2;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.StaticSwitch;9;128,48;Inherit;False;Property;_Keyword1;Keyword 0;1;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;R;A;Reference;5;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;9;128,48;Inherit;False;Property;_Keyword1;Keyword 0;0;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;R;A;Reference;5;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;2;-2528,-16;Inherit;True;Property;_mainTex;mainTex;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;19;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;21;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;22;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
|
||||
@@ -2091,7 +1925,7 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;25;1072,-32;Float;False;Fal
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;26;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;27;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;28;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
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{
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