🎉 Initialize mod and implement Wuhu Island day map
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122
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Shader "SLZ/Sky With Fog"
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{
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Properties
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{
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_SkyTex ("Sky Texture", CUBE) = "black" {}
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Blend One Zero
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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TEXTURECUBE(_SkyTex);
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CBUFFER_START(UnityPerMaterial)
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half4 _SkyColor;
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float _FogDist;
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CBUFFER_END
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/* Gets the position of a vertex as a part of a right triangle that completely covers the screen
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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clipQuad.xy = 4.0f * clipQuad.xy - 1.0f;
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//clipQuad.xy = 0.5f * clipQuad.xy - 0.5f;
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return o;
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half4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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half4 col = SAMPLE_TEXTURECUBE_LOD(_SkyTex, sampler_SkyTex, viewDir, 0);
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return col;
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ENDHLSL
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}
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10
Assets/SLZShaders/BonelabSky/shaders/Sky_Far.shader.meta
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After Width: | Height: | Size: 73 KiB |
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3325
Assets/SLZShaders/Fluorescence.shader
Normal file
3325
Assets/SLZShaders/Fluorescence.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/Fluorescence.shader.meta
Normal file
10
Assets/SLZShaders/Fluorescence.shader.meta
Normal file
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2397
Assets/SLZShaders/ForceField.shader
Normal file
2397
Assets/SLZShaders/ForceField.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/ForceField.shader.meta
Normal file
10
Assets/SLZShaders/ForceField.shader.meta
Normal file
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8
Assets/SLZShaders/Include.meta
Normal file
8
Assets/SLZShaders/Include.meta
Normal file
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8
Assets/SLZShaders/Include/Particle.meta
Normal file
8
Assets/SLZShaders/Include/Particle.meta
Normal file
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8
Assets/SLZShaders/Include/Particle/ShaderInjector.meta
Normal file
8
Assets/SLZShaders/Include/Particle/ShaderInjector.meta
Normal file
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#pragma target 5.0
|
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//#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
|
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|
||||
#if defined(SHADER_API_MOBILE)
|
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//#!INJECT_POINT MOBILE_DEFINES
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#else
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//#!INJECT_POINT STANDALONE_DEFINES
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#endif
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//#!INJECT_POINT UNIVERSAL_DEFINES
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#pragma multi_compile_fog
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#pragma skip_variants FOG_LINEAR
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#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
|
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#pragma multi_compile_instancing
|
||||
#pragma instancing_options procedural:ParticleInstancingSetup
|
||||
|
||||
|
||||
|
||||
#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/Shadows.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.core/ShaderLibrary/Packing.hlsl"
|
||||
#include "Include/Particle/billboard.hlsl"
|
||||
//#!INJECT_POINT INCLUDES
|
||||
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||||
struct appdata
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{
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float4 vertex : POSITION;
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float4 uv0_vertexStream0_xy : TEXCOORD0;
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half4 color : COLOR;
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//#!INJECT_POINT VERTEX_IN
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//#!INJECT_DEFAULT
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float vertexStream1 : TEXCOORD1;
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//#!INJECT_END
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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//#!INJECT_POINT VERTEX_CENTROID
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//#!INJECT_DEFAULT
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float4 vertex : SV_POSITION;
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//#!INJECT_END
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float2 uv0 : TEXCOORD0;
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float4 wPos_xyz_fog_x : TEXCOORD1;
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half4 color : COLOR;
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//#!INJECT_POINT INTERPOLATORS
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|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
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UNITY_VERTEX_OUTPUT_STEREO
|
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};
|
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struct fragOut
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{
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half4 color : SV_Target;
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//#!INJECT_POINT OUTPUT_SEMANTICS
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};
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//#include "Include/PlatformSamplers.hlsl"
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||||
TEXTURE2D(_BaseMap);
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||||
SamplerState sampler_BaseMap;
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||||
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||||
//#!INJECT_POINT UNIFORMS
|
||||
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _BaseColor;
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//#!INJECT_POINT MATERIAL_CBUFFER
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||||
CBUFFER_END
|
||||
|
||||
//#!INJECT_POINT FUNCTIONS
|
||||
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||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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||||
|
||||
//#!INJECT_POINT VERT_BEGIN
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||||
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||||
//#!INJECT_POINT VERT_TRANSFORM
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//#!INJECT_DEFAULT
|
||||
float3 particleCenter = float3(v.uv0_vertexStream0_xy.zw, v.vertexStream1.x);
|
||||
v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, particleCenter);
|
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//#!INJECT_END
|
||||
o.wPos_xyz_fog_x.xyz = TransformObjectToWorld(v.vertex.xyz);
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o.vertex = TransformWorldToHClip(o.wPos_xyz_fog_x.xyz);
|
||||
o.uv0 = TRANSFORM_TEX(v.uv0_vertexStream0_xy.xy, _BaseMap);
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half clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
|
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o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
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o.color = v.color;
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//#!INJECT_POINT VERT_END
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||||
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||||
return o;
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}
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fragOut frag(v2f i)
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{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fragOut f;
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//#!INJECT_POINT FRAG_BEGIN
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//#!INJECT_POINT FRAG_COLOR
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||||
//#!INJECT_DEFAULT
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||||
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f.color *= _BaseColor * i.color;
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//#!INJECT_END
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//#!INJECT_POINT FRAG_FOG
|
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//#!INJECT_DEFAULT
|
||||
half3 viewDir = normalize(half3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
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||||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
||||
#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
f.color.rgb *= 1.0 - ComputeFogIntensity(i.wPos_xyz_fog_x.w);
|
||||
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
|
||||
f.color.rgb = lerp(f.color.rgb, half3(1,1,1), ComputeFogIntensity(i.wPos_xyz_fog_x.w));
|
||||
#elif defined(SLZ_PARTICLE_ALPHABLEND)
|
||||
f.color.rgb = MixFog(f.color.rgb, viewDir, i.wPos_xyz_fog_x.w);
|
||||
#endif
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||||
#endif
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//#!INJECT_END
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|
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//#!INJECT_POINT FRAG_VOLUMETRICS
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||||
//#!INJECT_DEFAULT
|
||||
#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
#if defined(_VOLUMETRICS_ENABLED)
|
||||
f.color *= GetVolumetricColor(i.wPos_xyz_fog_x.xyz).a;
|
||||
#endif
|
||||
#elif defined(SLZ_PARTICLE_ALPHABLEND)
|
||||
f.color = Volumetrics(f.color, i.wPos_xyz_fog_x.xyz);
|
||||
#endif
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//#!INJECT_END
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||||
//#!INJECT_POINT FRAG_END
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return f;
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}
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|||
//#!INJECT_BEGIN INCLUDES 0
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZSoftBlend.hlsl"
|
||||
//#!INJECT_END
|
||||
|
||||
//#!INJECT_BEGIN MATERIAL_CBUFFER 0
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||||
float _SoftFactor;
|
||||
//#!INJECT_END
|
||||
|
||||
//#!INJECT_BEGIN VERTEX_CENTROID 0
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
centroid float4 vertex : SV_POSITION;
|
||||
#else
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||||
float4 vertex : SV_POSITION;
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||||
#endif
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||||
//#!INJECT_END
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||||
|
||||
//#!INJECT_BEGIN OUTPUT_SEMANTICS 0
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||||
#if defined(SHADER_API_MOBILE)
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||||
float depth : SV_DepthLessEqual;
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||||
#endif
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||||
//#!INJECT_END
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||||
|
||||
|
||||
//#!INJECT_BEGIN FRAG_END 99
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
half noise = GetScreenNoiseR(screenUVs);
|
||||
f.depth = SLZSoftBlendZTest(i.vertex.z, noise, _SoftFactor);
|
||||
#else
|
||||
float rawDepth = SampleSceneDepth(screenUVs);
|
||||
float viewZ = dot(GetWorldToViewMatrix()._m20_m21_m22_m23, float4(i.wPos_xyz_fog_x.xyz, 1));
|
||||
float fade = SLZSoftBlendDepth(rawDepth, viewZ, _SoftFactor);
|
||||
#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
f.color *= fade;
|
||||
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
|
||||
f.color = lerp(fade, float4(1,1,1,1), f.color));
|
||||
#else
|
||||
f.color.a *= fade;
|
||||
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||||
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//#!INJECT_END
|
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|||
|
||||
//#!INJECT_BEGIN FRAG_BEGIN -1
|
||||
float2 screenUVs = GetNormalizedScreenSpaceUV(i.vertex);
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||||
//#!INJECT_END
|
|
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assetBundleVariant:
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|
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|
|||
//#!INJECT_BEGIN UNIFORMS 0
|
||||
TEXTURE2D(_ScreenSpacePattern);
|
||||
SAMPLER(sampler_ScreenSpacePattern);
|
||||
//#!INJECT_END
|
||||
|
||||
//#!INJECT_BEGIN MATERIAL_CBUFFER 0
|
||||
half _Speed;
|
||||
half _SecondarySpeed;
|
||||
float _ScreenSpaceSize;
|
||||
float _ParticleOffset;
|
||||
//#!INJECT_END
|
||||
|
||||
//#!INJECT_BEGIN FUNCTIONS 0
|
||||
float2 RotateTorchUVs(float2 uv, float2 center, float angle)
|
||||
{
|
||||
uv = uv - center;
|
||||
float sin1, cos1;
|
||||
sincos(angle, sin1, cos1);
|
||||
float2x2 rotMat = float2x2(cos1, -sin1, sin1, cos1);
|
||||
uv = mul(rotMat, uv);
|
||||
return uv + center;
|
||||
}
|
||||
//#!INJECT_END
|
||||
|
||||
//#!INJECT_BEGIN VERT_BEGIN 0
|
||||
v.vertex.z += _ParticleOffset;
|
||||
//#!INJECT_END
|
||||
|
||||
//#!INJECT_BEGIN FRAG_COLOR 0
|
||||
float angle1 = frac(_Time[0] * 3.1830988618 * _Speed) * TWO_PI;
|
||||
float angle2 = frac(_Time[0] * 3.1830988618 * _Speed * _SecondarySpeed) * TWO_PI;
|
||||
angle1 = -angle1;
|
||||
float2 uv1 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle1);
|
||||
half layer1 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv1).r;
|
||||
float2 uv2 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle2);
|
||||
half layer2 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv2).r;
|
||||
half4 SSPattern = SAMPLE_TEXTURE2D(_ScreenSpacePattern, sampler_ScreenSpacePattern, _ScreenParams.xy * screenUVs / _ScreenSpaceSize);
|
||||
f.color = (layer1 * layer2 * i.color.a) * SSPattern * _BaseColor * i.color;
|
||||
//#!INJECT_END
|
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%YAML 1.1
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struct appdata
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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TEXTURE2D(_BaseMap);
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SamplerState sampler_BaseMap;
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _BaseColor;
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CBUFFER_END
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 particleCenter = float3(v.uv0_vertexStream0_xy.zw, v.vertexStream1.x);
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v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, particleCenter);
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o.wPos_xyz_fog_x.xyz = TransformObjectToWorld(v.vertex.xyz);
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o.vertex = TransformWorldToHClip(o.wPos_xyz_fog_x.xyz);
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o.uv0 = TRANSFORM_TEX(v.uv0_vertexStream0_xy.xy, _BaseMap);
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half clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
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o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
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fragOut frag(v2f i)
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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fragOut f;
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half3 viewDir = normalize(half3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
|
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
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#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
f.color.rgb *= 1.0 - ComputeFogIntensity(i.wPos_xyz_fog_x.w);
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#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
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f.color.rgb = lerp(f.color.rgb, half3(1,1,1), ComputeFogIntensity(i.wPos_xyz_fog_x.w));
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#elif defined(SLZ_PARTICLE_ALPHABLEND)
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f.color.rgb = MixFog(f.color.rgb, viewDir, i.wPos_xyz_fog_x.w);
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||||
#endif
|
||||
#endif
|
||||
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||||
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||||
#if defined(SLZ_PARTICLE_ADDITIVE)
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||||
#if defined(_VOLUMETRICS_ENABLED)
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#endif
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#elif defined(SLZ_PARTICLE_ALPHABLEND)
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||||
f.color = Volumetrics(f.color, i.wPos_xyz_fog_x.xyz);
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#endif
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struct appdata
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{
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||||
float4 uv0_vertexStream0_xy : TEXCOORD0;
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||||
half4 color : COLOR;
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||||
float vertexStream1 : TEXCOORD1;
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||||
UNITY_VERTEX_INPUT_INSTANCE_ID
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
half4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
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||||
struct fragOut
|
||||
{
|
||||
half4 color : SV_Target;
|
||||
// Begin Injection OUTPUT_SEMANTICS from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
float depth : SV_DepthLessEqual;
|
||||
#endif
|
||||
// End Injection OUTPUT_SEMANTICS from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
};
|
||||
|
||||
//#include "Include/PlatformSamplers.hlsl"
|
||||
|
||||
TEXTURE2D(_BaseMap);
|
||||
SamplerState sampler_BaseMap;
|
||||
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _BaseMap_ST;
|
||||
half4 _BaseColor;
|
||||
// Begin Injection MATERIAL_CBUFFER from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
float _SoftFactor;
|
||||
// End Injection MATERIAL_CBUFFER from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
float3 particleCenter = float3(v.uv0_vertexStream0_xy.zw, v.vertexStream1.x);
|
||||
v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, particleCenter);
|
||||
o.wPos_xyz_fog_x.xyz = TransformObjectToWorld(v.vertex.xyz);
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||||
o.vertex = TransformWorldToHClip(o.wPos_xyz_fog_x.xyz);
|
||||
o.uv0 = TRANSFORM_TEX(v.uv0_vertexStream0_xy.xy, _BaseMap);
|
||||
half clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
|
||||
o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
|
||||
o.color = v.color;
|
||||
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||||
|
||||
return o;
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||||
}
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||||
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||||
fragOut frag(v2f i)
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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||||
fragOut f;
|
||||
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||||
// Begin Injection FRAG_BEGIN from Injection_Particle_screenspaceUVs.hlsl ----------------------------------------------------------
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||||
float2 screenUVs = GetNormalizedScreenSpaceUV(i.vertex);
|
||||
// End Injection FRAG_BEGIN from Injection_Particle_screenspaceUVs.hlsl ----------------------------------------------------------
|
||||
|
||||
f.color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv0);
|
||||
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|
||||
|
||||
half3 viewDir = normalize(half3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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||||
f.color.rgb *= 1.0 - ComputeFogIntensity(i.wPos_xyz_fog_x.w);
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||||
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
|
||||
f.color.rgb = lerp(f.color.rgb, half3(1,1,1), ComputeFogIntensity(i.wPos_xyz_fog_x.w));
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||||
#elif defined(SLZ_PARTICLE_ALPHABLEND)
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#endif
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||||
#endif
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||||
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||||
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||||
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||||
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#endif
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#elif defined(SLZ_PARTICLE_ALPHABLEND)
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||||
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|
||||
#endif
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||||
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||||
// Begin Injection FRAG_END from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
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||||
#if defined(SHADER_API_MOBILE)
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||||
half noise = GetScreenNoiseR(screenUVs);
|
||||
float depthOffset = _SoftFactor * noise * noise ;
|
||||
float vertDepth = i.vertex.z;
|
||||
float cameraZ = 1.0 / (_ZBufferParams.z * vertDepth + _ZBufferParams.w);
|
||||
cameraZ += depthOffset;
|
||||
f.depth = (rcp(cameraZ) - _ZBufferParams.w) / _ZBufferParams.z;
|
||||
#else
|
||||
float rawDepth = SampleSceneDepth(screenUVs);
|
||||
float sceneZ = (unity_OrthoParams.w == 0) ? LinearEyeDepth(rawDepth, _ZBufferParams) : LinearDepthToEyeDepth(rawDepth);
|
||||
float thisZ = LinearEyeDepth(i.wPos_xyz_fog_x.xyz, GetWorldToViewMatrix());
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||||
float fade = saturate((1 / _SoftFactor) * (sceneZ - thisZ));
|
||||
fade *= fade;
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||||
#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
f.color *= fade;
|
||||
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
|
||||
f.color = lerp(fade, float4(1,1,1,1), f.color));
|
||||
#else
|
||||
f.color.a *= fade;
|
||||
#endif
|
||||
#endif
|
||||
// End Injection FRAG_END from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
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||||
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||||
*-----------------------------------------------------------------------------------------------------*/
|
||||
|
||||
|
||||
#pragma target 5.0
|
||||
//#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
|
||||
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
#else
|
||||
#endif
|
||||
|
||||
|
||||
#pragma multi_compile_fog
|
||||
#pragma skip_variants FOG_LINEAR
|
||||
#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options procedural:ParticleInstancingSetup
|
||||
|
||||
|
||||
|
||||
#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/Shadows.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.core/ShaderLibrary/Packing.hlsl"
|
||||
#include "Include/Particle/billboard.hlsl"
|
||||
// Begin Injection INCLUDES from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZSoftBlend.hlsl"
|
||||
// End Injection INCLUDES from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 uv0_vertexStream0_xy : TEXCOORD0;
|
||||
half4 color : COLOR;
|
||||
float vertexStream1 : TEXCOORD1;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
// Begin Injection VERTEX_CENTROID from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
centroid float4 vertex : SV_POSITION;
|
||||
#else
|
||||
float4 vertex : SV_POSITION;
|
||||
#endif
|
||||
// End Injection VERTEX_CENTROID from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 wPos_xyz_fog_x : TEXCOORD1;
|
||||
half4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
struct fragOut
|
||||
{
|
||||
half4 color : SV_Target;
|
||||
// Begin Injection OUTPUT_SEMANTICS from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
float depth : SV_DepthLessEqual;
|
||||
#endif
|
||||
// End Injection OUTPUT_SEMANTICS from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
};
|
||||
|
||||
//#include "Include/PlatformSamplers.hlsl"
|
||||
|
||||
TEXTURE2D(_BaseMap);
|
||||
SamplerState sampler_BaseMap;
|
||||
|
||||
// Begin Injection UNIFORMS from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
TEXTURE2D(_ScreenSpacePattern);
|
||||
SAMPLER(sampler_ScreenSpacePattern);
|
||||
// End Injection UNIFORMS from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _BaseMap_ST;
|
||||
half4 _BaseColor;
|
||||
// Begin Injection MATERIAL_CBUFFER from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
float _SoftFactor;
|
||||
// End Injection MATERIAL_CBUFFER from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
// Begin Injection MATERIAL_CBUFFER from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
half _Speed;
|
||||
half _SecondarySpeed;
|
||||
float _ScreenSpaceSize;
|
||||
float _ParticleOffset;
|
||||
// End Injection MATERIAL_CBUFFER from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
CBUFFER_END
|
||||
|
||||
// Begin Injection FUNCTIONS from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
float2 RotateTorchUVs(float2 uv, float2 center, float angle)
|
||||
{
|
||||
uv = uv - center;
|
||||
float sin1, cos1;
|
||||
sincos(angle, sin1, cos1);
|
||||
float2x2 rotMat = float2x2(cos1, -sin1, sin1, cos1);
|
||||
uv = mul(rotMat, uv);
|
||||
return uv + center;
|
||||
}
|
||||
// End Injection FUNCTIONS from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
// Begin Injection VERT_BEGIN from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
v.vertex.z += _ParticleOffset;
|
||||
// End Injection VERT_BEGIN from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
|
||||
float3 particleCenter = float3(v.uv0_vertexStream0_xy.zw, v.vertexStream1.x);
|
||||
v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, particleCenter);
|
||||
o.wPos_xyz_fog_x.xyz = TransformObjectToWorld(v.vertex.xyz);
|
||||
o.vertex = TransformWorldToHClip(o.wPos_xyz_fog_x.xyz);
|
||||
o.uv0 = TRANSFORM_TEX(v.uv0_vertexStream0_xy.xy, _BaseMap);
|
||||
half clipZ_0Far = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
|
||||
o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
|
||||
o.color = v.color;
|
||||
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fragOut frag(v2f i)
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
fragOut f;
|
||||
|
||||
// Begin Injection FRAG_BEGIN from Injection_Particle_screenspaceUVs.hlsl ----------------------------------------------------------
|
||||
float2 screenUVs = GetNormalizedScreenSpaceUV(i.vertex);
|
||||
// End Injection FRAG_BEGIN from Injection_Particle_screenspaceUVs.hlsl ----------------------------------------------------------
|
||||
|
||||
// Begin Injection FRAG_COLOR from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
float angle1 = frac(_Time[0] * 3.1830988618 * _Speed) * TWO_PI;
|
||||
float angle2 = frac(_Time[0] * 3.1830988618 * _Speed * _SecondarySpeed) * TWO_PI;
|
||||
angle1 = -angle1;
|
||||
float2 uv1 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle1);
|
||||
half layer1 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv1).r;
|
||||
float2 uv2 = RotateTorchUVs(i.uv0.xy, float2(0.5, 0.5), angle2);
|
||||
half layer2 = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv2).r;
|
||||
half4 SSPattern = SAMPLE_TEXTURE2D(_ScreenSpacePattern, sampler_ScreenSpacePattern, _ScreenParams.xy * screenUVs / _ScreenSpaceSize);
|
||||
f.color = (layer1 * layer2 * i.color.a) * SSPattern * _BaseColor * i.color;
|
||||
// End Injection FRAG_COLOR from Injection_Torch.hlsl ----------------------------------------------------------
|
||||
|
||||
half3 viewDir = normalize(half3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
|
||||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
||||
#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
f.color.rgb *= 1.0 - ComputeFogIntensity(i.wPos_xyz_fog_x.w);
|
||||
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
|
||||
f.color.rgb = lerp(f.color.rgb, half3(1,1,1), ComputeFogIntensity(i.wPos_xyz_fog_x.w));
|
||||
#elif defined(SLZ_PARTICLE_ALPHABLEND)
|
||||
f.color.rgb = MixFog(f.color.rgb, viewDir, i.wPos_xyz_fog_x.w);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
#if defined(_VOLUMETRICS_ENABLED)
|
||||
f.color *= GetVolumetricColor(i.wPos_xyz_fog_x.xyz).a;
|
||||
#endif
|
||||
#elif defined(SLZ_PARTICLE_ALPHABLEND)
|
||||
f.color = Volumetrics(f.color, i.wPos_xyz_fog_x.xyz);
|
||||
#endif
|
||||
|
||||
// Begin Injection FRAG_END from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
half noise = GetScreenNoiseR(screenUVs);
|
||||
f.depth = SLZSoftBlendZTest(i.vertex.z, noise, _SoftFactor);
|
||||
#else
|
||||
float rawDepth = SampleSceneDepth(screenUVs);
|
||||
float viewZ = dot(GetWorldToViewMatrix()._m20_m21_m22_m23, float4(i.wPos_xyz_fog_x.xyz, 1));
|
||||
float fade = SLZSoftBlendDepth(rawDepth, viewZ, _SoftFactor);
|
||||
#if defined(SLZ_PARTICLE_ADDITIVE)
|
||||
f.color *= fade;
|
||||
#elif defined(SLZ_PARTICLE_MULTIPLICATIVE)
|
||||
f.color = lerp(fade, float4(1,1,1,1), f.color));
|
||||
#else
|
||||
f.color.a *= fade;
|
||||
#endif
|
||||
#endif
|
||||
// End Injection FRAG_END from Injection_Particle_SoftBlend.hlsl ----------------------------------------------------------
|
||||
|
||||
return f;
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2313d59684d119840a78fee73c48959a
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1 @@
|
|||
v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, v.ase_texcoord1.xyz);
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0e6e0041457dfeb47936aa37f7c4bfdf
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1 @@
|
|||
v.vertex.xyz = MeshFlareBillboard(v.vertex.xyz);
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 75872890b046c074fac20ab6d18e52b1
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
94
Assets/SLZShaders/Include/Particle/billboard.hlsl
Normal file
94
Assets/SLZShaders/Include/Particle/billboard.hlsl
Normal file
|
@ -0,0 +1,94 @@
|
|||
float3 centerEyePos()
|
||||
{
|
||||
#if defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
|
||||
return 0.5 * (unity_StereoWorldSpaceCameraPos[0] + unity_StereoWorldSpaceCameraPos[1]);
|
||||
#else
|
||||
return _WorldSpaceCameraPos;
|
||||
#endif
|
||||
}
|
||||
|
||||
/** Rotates a particle to face the camera in a more vr-correct way than unity's default particle system
|
||||
*
|
||||
*/
|
||||
|
||||
float3 particle_face_camera(float3 vertex, inout float3 normal, inout float3 center)
|
||||
{
|
||||
vertex.xyz -= center;
|
||||
|
||||
float3 head = centerEyePos();
|
||||
float3 centerToEye = normalize(center-head);
|
||||
float c2eXZLen = length(centerToEye.xz);
|
||||
float sin1 = -centerToEye.y;
|
||||
float cos1 = c2eXZLen;
|
||||
float2x2 rotPitch = float2x2(cos1, sin1, -sin1, cos1);
|
||||
|
||||
vertex.zy = mul(rotPitch, vertex.zy);
|
||||
normal.zy = mul(rotPitch, normal.zy);
|
||||
//tangent.zy = mul(rotPitch, tangent.zy);
|
||||
|
||||
float sin2 = centerToEye.x/c2eXZLen;
|
||||
float cos2 = centerToEye.z/c2eXZLen;
|
||||
float2x2 rotYaw = float2x2(cos2, sin2, -sin2, cos2);
|
||||
|
||||
vertex.xz = mul(rotYaw,vertex.xz);
|
||||
normal.xz = mul(rotYaw,normal.xz);
|
||||
//tangent.xz = mul(rotYaw,tangent.xz);
|
||||
|
||||
vertex.xyz += center;
|
||||
return vertex;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
float3 ParticleFaceCamera(float3 vertex, float3 center)
|
||||
{
|
||||
vertex.xyz -= center;
|
||||
|
||||
float3 head = centerEyePos();
|
||||
float3 centerToEye = normalize(center - head);
|
||||
float c2eXZLen = length(centerToEye.xz);
|
||||
float sin1 = -centerToEye.y;
|
||||
float cos1 = c2eXZLen;
|
||||
float2x2 rotPitch = float2x2(cos1, sin1, -sin1, cos1);
|
||||
|
||||
vertex.zy = mul(rotPitch, vertex.zy);
|
||||
|
||||
|
||||
float sin2 = centerToEye.x / c2eXZLen;
|
||||
float cos2 = centerToEye.z / c2eXZLen;
|
||||
float2x2 rotYaw = float2x2(cos2, sin2, -sin2, cos2);
|
||||
|
||||
vertex.xz = mul(rotYaw, vertex.xz);
|
||||
|
||||
|
||||
vertex.xyz += center;
|
||||
return vertex;
|
||||
}
|
||||
|
||||
float3 MeshFaceCamera(float3 vertex)
|
||||
{
|
||||
float3 center = float3(0,0,0);
|
||||
//vertex = TransformObjectToWorld(vertex);
|
||||
|
||||
float3 head = TransformWorldToObject(centerEyePos());
|
||||
float3 centerToEye = normalize(center - head);
|
||||
float c2eXZLen = length(centerToEye.xz);
|
||||
float sin1 = -centerToEye.y;
|
||||
float cos1 = c2eXZLen;
|
||||
float2x2 rotPitch = float2x2(cos1, sin1, -sin1, cos1);
|
||||
|
||||
vertex.zy = mul(rotPitch, vertex.zy);
|
||||
|
||||
|
||||
float sin2 = centerToEye.x / c2eXZLen;
|
||||
float cos2 = centerToEye.z / c2eXZLen;
|
||||
float2x2 rotYaw = float2x2(cos2, sin2, -sin2, cos2);
|
||||
|
||||
vertex.xz = mul(rotYaw, vertex.xz);
|
||||
|
||||
|
||||
//vertex.xyz += center;
|
||||
return vertex;
|
||||
}
|
||||
|
7
Assets/SLZShaders/Include/Particle/billboard.hlsl.meta
Normal file
7
Assets/SLZShaders/Include/Particle/billboard.hlsl.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 40dd6881c3760054cacc50fdba7554dc
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
16
Assets/SLZShaders/Include/PlatformSamplers.hlsl
Normal file
16
Assets/SLZShaders/Include/PlatformSamplers.hlsl
Normal file
|
@ -0,0 +1,16 @@
|
|||
#if defined(SHADER_API_MOBILE) // Quest 2 (XR2) works better with combined texture-samplers apparently
|
||||
|
||||
#ifdef TEXTURE2D
|
||||
#undef TEXTURE2D
|
||||
#endif
|
||||
#ifdef SAMPLER
|
||||
#undef SAMPLER
|
||||
#endif
|
||||
#ifdef SAMPLE_TEXTURE2D
|
||||
#undef SAMPLE_TEXTURE2D
|
||||
#endif
|
||||
|
||||
#define TEXTURE2D(textureName) sampler2D textureName
|
||||
#define SAMPLER(samplerName)
|
||||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord) tex2D(textureName, coord)
|
||||
#endif
|
7
Assets/SLZShaders/Include/PlatformSamplers.hlsl.meta
Normal file
7
Assets/SLZShaders/Include/PlatformSamplers.hlsl.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6aab105c75192124887c893201ce93e0
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
95
Assets/SLZShaders/Include/Triplanar.hlsl
Normal file
95
Assets/SLZShaders/Include/Triplanar.hlsl
Normal file
|
@ -0,0 +1,95 @@
|
|||
#if !defined(SLZ_TRIPLANAR_INCLUDED)
|
||||
#define SLZ_TRIPLANAR_INCLUDED
|
||||
//#define TEXTURE2D_PARAM(textureName, samplerName) Texture2D textureName, sampler samplerName
|
||||
|
||||
/**
|
||||
* Struct containg the ddx and ddy of the uvs combined into one half4 for each axis
|
||||
*/
|
||||
struct tpDerivatives
|
||||
{
|
||||
half4 ddX;
|
||||
half4 ddY;
|
||||
half4 ddZ;
|
||||
};
|
||||
|
||||
/**
|
||||
* Gets the derivatives of the worldspace coordinates reduced to 3 2 dimensional planes defined by each axis
|
||||
*
|
||||
* @param wPos Worldspace position
|
||||
* @param[out] dd struct containing the x and y derivatives of each plane
|
||||
*/
|
||||
void GetDirectionalDerivatives(float3 wPos, out tpDerivatives dd)
|
||||
{
|
||||
dd.ddX.xy = ddx(wPos.zy);
|
||||
dd.ddY.xy = ddx(wPos.xz);
|
||||
dd.ddZ.xy = ddx(wPos.xy);
|
||||
dd.ddX.zw = ddy(wPos.zy);
|
||||
dd.ddY.zw = ddy(wPos.xz);
|
||||
dd.ddZ.zw = ddy(wPos.xy);
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines the worldspace axis that the given mesh normal is most closely aligned to, and returns the coordinates of the
|
||||
* pixel in the plane aligned with that axis and the derivatives associated with that plane. Also generates a tangent to world
|
||||
* matrix using the axes orthogonal to the dominant axis as the tangent and bitangent.
|
||||
*
|
||||
* @param[out] triplanarUV Coordinates of the fragment in the plane aligned with the dominant axis
|
||||
* @param[out] ddxMax X derivatives of the coordinates of the fragment in the plane aligned with the dominant axis
|
||||
* @param[out] ddyMax Y derivatives of the coordinates of the fragment in the plane aligned with the dominant axis
|
||||
* @param[out] tanToWrld Tangent to world matrix composed of the other two axes as tangent and bitangent, and the mesh normal as the normal
|
||||
* @param wPos World-space position of the fragment
|
||||
* @param wNorm World-space mesh normal
|
||||
* @param dd derivatives of the fragment's coordinates in each axis aligned plane
|
||||
*/
|
||||
void GetTPUVExpensive(out float2 triplanarUV, out half2 ddxMax, out half2 ddyMax, out half3x3 tanToWrld, float3 wPos, half3 wNorm,
|
||||
tpDerivatives dd)
|
||||
{
|
||||
half3 dir;
|
||||
dir.x = abs(wNorm.x) > abs(wNorm.y) && abs(wNorm.x) > abs(wNorm.z) ? 1 : 0;
|
||||
dir.y = abs(wNorm.y) >= abs(wNorm.x) && abs(wNorm.y) > abs(wNorm.z) ? 1 : 0;
|
||||
dir.z = abs(wNorm.z) >= abs(wNorm.y) && abs(wNorm.z) >= abs(wNorm.x) ? 1 : 0;
|
||||
half3 dirSign = sign(wNorm);
|
||||
dirSign.z = -dirSign.z; // u should be flipped on Z
|
||||
ddxMax = dir.x * dd.ddX.xy + dir.y * dd.ddY.xy + dir.z * dd.ddZ.xy;
|
||||
ddyMax = dir.x * dd.ddX.zw + dir.y * dd.ddY.zw + dir.z * dd.ddZ.zw;
|
||||
//half3 maxDir = half3(dirX, dirY, dirZ);
|
||||
float2 uvX = wPos.zy * float2(dirSign.x, 1.0);
|
||||
triplanarUV = dir.x * uvX;
|
||||
float2 uvY = wPos.xz * float2(dirSign.y, 1.0);
|
||||
triplanarUV = mad(dir.y, uvY, triplanarUV);
|
||||
float2 uvZ = wPos.xy * float2(dirSign.z, 1.0);
|
||||
triplanarUV = mad(dir.z, uvZ, triplanarUV);
|
||||
|
||||
|
||||
tanToWrld = half3x3(
|
||||
dir.y * dirSign.y + dir.z * dirSign.z, 0, wNorm.x,
|
||||
0, dir.x + dir.z, wNorm.y,
|
||||
dir.x * dirSign.x, dir.y, wNorm.z
|
||||
);
|
||||
|
||||
}
|
||||
|
||||
void GetTPUVCheap(out float2 triplanarUV, out half3x3 tanToWrld, float3 wPos, half3 wNorm)
|
||||
{
|
||||
half3 dir;
|
||||
dir.x = abs(wNorm.x) > abs(wNorm.y) && abs(wNorm.x) > abs(wNorm.z) ? 1 : 0;
|
||||
dir.y = abs(wNorm.y) >= abs(wNorm.x) && abs(wNorm.y) > abs(wNorm.z) ? 1 : 0;
|
||||
dir.z = abs(wNorm.z) >= abs(wNorm.y) && abs(wNorm.z) >= abs(wNorm.x) ? 1 : 0;
|
||||
half3 dirSign = sign(wNorm);
|
||||
dirSign.z = -dirSign.z; // u should be flipped on Z
|
||||
//half3 maxDir = half3(dirX, dirY, dirZ);
|
||||
float2 uvX = wPos.zy * float2(dirSign.x, 1.0);
|
||||
triplanarUV = dir.x * uvX;
|
||||
float2 uvY = wPos.xz * float2(dirSign.y, 1.0);
|
||||
triplanarUV = mad(dir.y, uvY, triplanarUV);
|
||||
float2 uvZ = wPos.xy * float2(dirSign.z, 1.0);
|
||||
triplanarUV = mad(dir.z, uvZ, triplanarUV);
|
||||
|
||||
tanToWrld = half3x3(
|
||||
dir.y * dirSign.y + dir.z * dirSign.z, 0, wNorm.x,
|
||||
0, dir.x + dir.z, wNorm.y,
|
||||
dir.x * dirSign.x, dir.y, wNorm.z
|
||||
);
|
||||
}
|
||||
|
||||
#endif
|
7
Assets/SLZShaders/Include/Triplanar.hlsl.meta
Normal file
7
Assets/SLZShaders/Include/Triplanar.hlsl.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 225aec2e7a259b642a9fa1a4d10d7aac
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
225
Assets/SLZShaders/Mod2x.shader
Normal file
225
Assets/SLZShaders/Mod2x.shader
Normal file
|
@ -0,0 +1,225 @@
|
|||
Shader "SLZ/Mod2x"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
_MainTex("MainTex", 2D) = "gray" {}
|
||||
[HDR]_Color("Color", Color) = (1,1,1,0)
|
||||
_OffsetUnits("OffsetUnits", Int) = -2
|
||||
_OffsetFactor("OffsetFactor", Int) = -2
|
||||
_Multiplier("Multiplier", Float) = 1
|
||||
[Toggle(_ALPHA_ON)] _alpha("alpha", Float) = 0
|
||||
[Toggle(_VERTEXCOLORS_ON)] _VertexColors("VertexColors", Float) = 1
|
||||
// [HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
|
||||
// [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) = "" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-499" "IgnoreProjector" = "True"}
|
||||
|
||||
Cull Back
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLINCLUDE
|
||||
#pragma target 5.0
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl"
|
||||
ENDHLSL
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Forward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
Blend DstColor SrcColor
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Offset [_OffsetFactor] , [_OffsetUnits]
|
||||
ColorMask RGBA
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define _RECEIVE_SHADOWS_OFF 1
|
||||
#pragma multi_compile_instancing
|
||||
#define ASE_SRP_VERSION 999999
|
||||
#define SHADERPASS SHADERPASS_UNLIT
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#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/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/Input.hlsl"
|
||||
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
|
||||
|
||||
|
||||
#define ASE_NEEDS_FRAG_COLOR
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
#pragma shader_feature _ALPHA_ON
|
||||
#pragma shader_feature _VERTEXCOLORS_ON
|
||||
#pragma multi_compile _ _VOLUMETRICS_ENABLED
|
||||
#pragma multi_compile_fog
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_color : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float3 worldPos : TEXCOORD0;
|
||||
float fogFactor : TEXCOORD2;
|
||||
float4 ase_texcoord3 : TEXCOORD3;
|
||||
float4 ase_color : COLOR;
|
||||
float4 ase_texcoord4 : TEXCOORD4;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
int _OffsetUnits;
|
||||
int _OffsetFactor;
|
||||
float _Multiplier;
|
||||
CBUFFER_END
|
||||
sampler2D _MainTex;
|
||||
|
||||
shared float _StaticLightMultiplier;
|
||||
|
||||
|
||||
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);
|
||||
|
||||
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
||||
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
||||
o.ase_texcoord4 = screenPos;
|
||||
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
||||
o.ase_color = v.ase_color;
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord3.zw = 0;
|
||||
v.ase_normal = v.ase_normal;
|
||||
|
||||
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||||
float4 positionCS = TransformWorldToHClip( positionWS );
|
||||
|
||||
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||||
o.worldPos = positionWS;
|
||||
#endif
|
||||
o.fogFactor = ComputeFogFactor( positionCS.z );
|
||||
o.clipPos = positionCS;
|
||||
return o;
|
||||
}
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
return VertexFunction( v );
|
||||
}
|
||||
|
||||
half3 Mod2xFog(half3 fragColor, half fogFactor)
|
||||
{
|
||||
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
|
||||
half fogIntensity = ComputeFogIntensity(fogFactor);
|
||||
fragColor = lerp(0.5, fragColor, fogIntensity);
|
||||
#endif
|
||||
return fragColor;
|
||||
}
|
||||
|
||||
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.worldPos;
|
||||
#endif
|
||||
float localMyCustomExpression1_g126 = ( 0.0 );
|
||||
float2 uv_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 appendResult52 = (float4(1.0 , 1.0 , 1.0 , IN.ase_color.a));
|
||||
#ifdef _VERTEXCOLORS_ON
|
||||
float4 staticSwitch38 = IN.ase_color;
|
||||
#else
|
||||
float4 staticSwitch38 = appendResult52;
|
||||
#endif
|
||||
float4 temp_output_16_0 = ( tex2D( _MainTex, uv_MainTex ) * _Color * staticSwitch38 );
|
||||
float4 temp_output_26_0 = ( ( ( temp_output_16_0 - .5 ) * _Multiplier ) + 0.5 );
|
||||
#ifdef _ALPHA_ON
|
||||
float4 lerpResult30 = lerp( .5 , temp_output_26_0 , (temp_output_16_0).a);
|
||||
float4 staticSwitch28 = lerpResult30;
|
||||
#else
|
||||
float4 staticSwitch28 = temp_output_26_0;
|
||||
#endif
|
||||
float4 color1_g126 = staticSwitch28;
|
||||
float localMyCustomExpression24_g126 = ( 0.0 );
|
||||
float4 screenPos = IN.ase_texcoord4;
|
||||
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 uv24_g126 = (ase_screenPosNorm).xy;
|
||||
|
||||
float3 BakedAlbedo = 0;
|
||||
float3 BakedEmission = 0;
|
||||
float3 Color = color1_g126.xyz;
|
||||
float Alpha = 1;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
clip( Alpha - AlphaClipThreshold );
|
||||
#endif
|
||||
|
||||
#if defined(_ALPHAPREMULTIPLY_ON)
|
||||
Color *= Alpha;
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
Color.rgb = Mod2xFog( Color, IN.fogFactor );
|
||||
|
||||
#if defined(_VOLUMETRICS_ENABLED)
|
||||
//works fine on the PC but not quest. Using a semi-plausible result otherwise.
|
||||
#if !defined(SHADER_API_MOBILE)
|
||||
half3 FroxelColor = GetVolumetricColor(WorldPosition).rgb;
|
||||
Color.rgb = Color.rgb - 0.5* (2.0*Color.rgb - 1.0) * FroxelColor / SampleSceneColor(uv24_g126).rgb;
|
||||
#else
|
||||
half4 FroxelColor = GetVolumetricColor(IN.worldPos);
|
||||
Color.rgb = Color.rgb + (saturate(FroxelColor.rgb)*(0.5-Color.rgb)); //rgb lerp //x + s(y-x)
|
||||
Color.rgb = lerp(0.5, Color , saturate(FroxelColor.a*FroxelColor.a) );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return half4( Color, Alpha );
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
}
|
10
Assets/SLZShaders/Mod2x.shader.meta
Normal file
10
Assets/SLZShaders/Mod2x.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4c21875978f9ed04d9edcf6d97e9ed54
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
3426
Assets/SLZShaders/NullShader.shader
Normal file
3426
Assets/SLZShaders/NullShader.shader
Normal file
File diff suppressed because it is too large
Load diff
12
Assets/SLZShaders/NullShader.shader.meta
Normal file
12
Assets/SLZShaders/NullShader.shader.meta
Normal file
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b2e867ce46fe95046aaceb0155a651ad
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _BaseMap: {fileID: 2800000, guid: e298abdcd2d10894fba4930f7890c1fc, type: 3}
|
||||
- _WireColor: {fileID: 2800000, guid: 07e40fb4bdc07784493f741d9447821a, type: 3}
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
3321
Assets/SLZShaders/OpaqueHologram.shader
Normal file
3321
Assets/SLZShaders/OpaqueHologram.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/OpaqueHologram.shader.meta
Normal file
10
Assets/SLZShaders/OpaqueHologram.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f71cd8ed99405284ab09d18bf11d03ab
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
3515
Assets/SLZShaders/ParallaxCubeMap.shader
Normal file
3515
Assets/SLZShaders/ParallaxCubeMap.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/ParallaxCubeMap.shader.meta
Normal file
10
Assets/SLZShaders/ParallaxCubeMap.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 44cd4284ecfc46c4c97f571b3681e0c6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
2104
Assets/SLZShaders/SLZ-Laser.shader
Normal file
2104
Assets/SLZShaders/SLZ-Laser.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/SLZ-Laser.shader.meta
Normal file
10
Assets/SLZShaders/SLZ-Laser.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f05a5c6a2a705054d8547ebd87b58073
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
2573
Assets/SLZShaders/SLZAnime.shader
Normal file
2573
Assets/SLZShaders/SLZAnime.shader
Normal file
File diff suppressed because it is too large
Load diff
18
Assets/SLZShaders/SLZAnime.shader.meta
Normal file
18
Assets/SLZShaders/SLZAnime.shader.meta
Normal file
|
@ -0,0 +1,18 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 97791a0150e87a14bbe1a5d46267be8a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _BaseMap: {instanceID: 0}
|
||||
- g_tBRDFMap: {instanceID: 0}
|
||||
- _MetallicGlossMap: {fileID: 2800000, guid: 703311043c2b2a14fa1fd24eec4d6b39, type: 3}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _texcoord: {instanceID: 0}
|
||||
- unity_Lightmaps: {instanceID: 0}
|
||||
- unity_LightmapsInd: {instanceID: 0}
|
||||
- unity_ShadowMasks: {instanceID: 0}
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
3315
Assets/SLZShaders/Scanline.shader
Normal file
3315
Assets/SLZShaders/Scanline.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/Scanline.shader.meta
Normal file
10
Assets/SLZShaders/Scanline.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ae467daa42d17ee45b6947a14ec8ec96
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
1786
Assets/SLZShaders/SimpleSkybox.shader
Normal file
1786
Assets/SLZShaders/SimpleSkybox.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/SimpleSkybox.shader.meta
Normal file
10
Assets/SLZShaders/SimpleSkybox.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7276a03ae0651b1419b50e2c76272732
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
4027
Assets/SLZShaders/TMP_SDF-URP Lit Baked.shader
Normal file
4027
Assets/SLZShaders/TMP_SDF-URP Lit Baked.shader
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/SLZShaders/TMP_SDF-URP Lit Baked.shader.meta
Normal file
10
Assets/SLZShaders/TMP_SDF-URP Lit Baked.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 93a4eb99edd7b9c42bfb913f0ee52b3e
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/SLZShaders/Textures.meta
Normal file
8
Assets/SLZShaders/Textures.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ca296f3d7b22feb4e81db6271c2350cf
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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