chore: add MarrowSDK plugin
Signed-off-by: Jo <johannesreckers2006@gmail.com>
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|  | { | ||||||
|  |     "displayName":"SLZ Bonelab Shaders", | ||||||
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|  | # Sky Prefab For Bonelab | ||||||
|  | 
 | ||||||
|  | This package contains a prefab for rendering sky in Bonelab. Unity's default | ||||||
|  | sky rendering is turned off due to it being incompatible with the fog and vol- | ||||||
|  | umetric systems we use. The included prefab can be used as a replacement for | ||||||
|  | the default sky. The prefab is simply an enormous mesh with no occlusion and | ||||||
|  | a special shader. Note that the included shader (SLZ/Sky With Fog) must only be | ||||||
|  | used with the included mesh (Sky_Mesh) as the shader expects a single triangle | ||||||
|  | mesh. Additionally, Sky_Mesh has a 65x65x65 kilometer bounding box to ensure it | ||||||
|  | is always rendered. The included prefab further has dynamic occlusion disabled | ||||||
|  | to ensure it never gets culled, as well as all unnecessary lighting information | ||||||
|  | disabled. Do not enable the Occluder or Occludee Static flags on the prefab to | ||||||
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							|  | @ -0,0 +1,122 @@ | ||||||
|  | Shader "SLZ/Sky With Fog" | ||||||
|  | { | ||||||
|  |     Properties | ||||||
|  |     { | ||||||
|  |         _SkyTex ("Sky Texture", CUBE) = "black" {} | ||||||
|  |         [HDR] _SkyColor ("Sky Color", Color) = (1,1,1,1) | ||||||
|  |         _FogDist ("Fog Max Distance (0 to camera far clip)", Range(0,1)) = 1.0 | ||||||
|  |     } | ||||||
|  |     SubShader | ||||||
|  |     { | ||||||
|  |         Tags {"RenderPipeline" = "UniversalPipeline"  "RenderType" = "Opaque" "Queue" = "AlphaTest+51" "IgnoreProjector"="True"} | ||||||
|  |         Blend One Zero | ||||||
|  | 		ZWrite Off | ||||||
|  | 		ZTest LEqual | ||||||
|  | 		//Offset 1,1 | ||||||
|  | 		ColorMask RGBA | ||||||
|  |         LOD 100 | ||||||
|  |         Cull Off | ||||||
|  | 
 | ||||||
|  |         Pass | ||||||
|  |         { | ||||||
|  |             Name "Forward" | ||||||
|  |             Tags {"Lightmode"="UniversalForward"} | ||||||
|  |             HLSLPROGRAM | ||||||
|  |              | ||||||
|  |              #pragma vertex vert | ||||||
|  |             #pragma fragment frag | ||||||
|  | #pragma exclude_renderers gles | ||||||
|  |             #pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED | ||||||
|  |             #pragma multi_compile_fragment _ FOG_LINEAR FOG_EXP2 | ||||||
|  |             #define SHADERPASS SHADERPASS_FORWARD | ||||||
|  | 
 | ||||||
|  |             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" | ||||||
|  |             #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" | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |             struct appdata | ||||||
|  |             { | ||||||
|  |                 //float4 vertex : POSITION; | ||||||
|  |                 half2 uv0 : TEXCOORD0; | ||||||
|  |                 uint vertexID : SV_VertexID; | ||||||
|  |                 UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  |             }; | ||||||
|  | 
 | ||||||
|  |             struct v2f | ||||||
|  |             { | ||||||
|  |                 float4 vertex : SV_POSITION; | ||||||
|  |                 float2 uv0 : TEXCOORD0; | ||||||
|  |                 float4 wPos_xyz_fog_x : TEXCOORD1; | ||||||
|  |                 UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  |                 UNITY_VERTEX_OUTPUT_STEREO | ||||||
|  |             }; | ||||||
|  | 
 | ||||||
|  |             TEXTURECUBE(_SkyTex); | ||||||
|  |             SamplerState sampler_SkyTex; | ||||||
|  |             CBUFFER_START(UnityPerMaterial) | ||||||
|  |             half4 _SkyColor; | ||||||
|  |             float _FogDist; | ||||||
|  |             CBUFFER_END | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |             /* Gets the position of a vertex as a part of a right triangle that completely covers the screen | ||||||
|  |              * Assumes a single triangle mesh, with the positions based on the vertex's ID.  | ||||||
|  |              * CCW order  | ||||||
|  |              * 0 : 0,1     0 | ||||||
|  |              * 1 : 0,0     | \ | ||||||
|  |              * 2 : 1,0     1--2 | ||||||
|  |              */ | ||||||
|  |             float4 GetQuadVertexPosition2(uint vertexID, float z = UNITY_NEAR_CLIP_VALUE) | ||||||
|  |             { | ||||||
|  |                 uint topBit = vertexID >> 1u; | ||||||
|  |                 uint botBit = (vertexID & 1u); | ||||||
|  |                 float y = 1.0f - ((vertexID & 2u) >> 1); | ||||||
|  |                 float x = (vertexID & 1u);//1 - (topBit + botBit) & 1; // produces 1 for indices 0,3 and 0 for 1,2 | ||||||
|  |                 return float4(x, y, z, 1.0); | ||||||
|  |             } | ||||||
|  |             v2f vert(appdata v) | ||||||
|  |             { | ||||||
|  |                 v2f o; | ||||||
|  |                 UNITY_SETUP_INSTANCE_ID(v); | ||||||
|  |                 UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||||
|  |                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||||||
|  |                 //float z = (rcp(_SkyDist) - _ZBufferParams.y) / (_ZBufferParams.x); // Transform from linear 0-1 depth to clipspace Z | ||||||
|  |                 float4 clipQuad = GetQuadVertexPosition(v.vertexID, UNITY_RAW_FAR_CLIP_VALUE); | ||||||
|  |                 clipQuad.xy = 4.0f * clipQuad.xy - 1.0f; | ||||||
|  |                 //clipQuad.xy = 0.5f * clipQuad.xy - 0.5f; | ||||||
|  |                 float4 wPos = mul(UNITY_MATRIX_I_VP, clipQuad); | ||||||
|  |                 o.wPos_xyz_fog_x.xyz = wPos.xyz / wPos.w; | ||||||
|  |                 o.vertex = clipQuad; | ||||||
|  |                 half clipZ_0Far = lerp(_ProjectionParams.y, _ProjectionParams.z, _FogDist); | ||||||
|  |                 o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far; | ||||||
|  |                 return o; | ||||||
|  |             } | ||||||
|  | 
 | ||||||
|  |             half4 frag(v2f i) : SV_Target | ||||||
|  |             { | ||||||
|  |                 UNITY_SETUP_INSTANCE_ID(i); | ||||||
|  |                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); | ||||||
|  |                 | ||||||
|  |                 float3 viewDir = normalize(float3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos)); | ||||||
|  |                 half4 col = SAMPLE_TEXTURECUBE_LOD(_SkyTex, sampler_SkyTex, viewDir, 0); | ||||||
|  |                 col *= _SkyColor; | ||||||
|  | 
 | ||||||
|  |                 col.rgb = MixFog(col.rgb, viewDir, i.wPos_xyz_fog_x.w); | ||||||
|  | 
 | ||||||
|  |                 col = Volumetrics(col, i.wPos_xyz_fog_x.xyz); | ||||||
|  | 
 | ||||||
|  |                 return col; | ||||||
|  |             } | ||||||
|  |             ENDHLSL | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
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|  |     linearTexture: 0 | ||||||
|  |     fadeOut: 0 | ||||||
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|  |     mipMapFadeDistanceStart: 1 | ||||||
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|  |   maxTextureSize: 2048 | ||||||
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|  | 
 | ||||||
|  | #pragma target 5.0 | ||||||
|  | //#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED | ||||||
|  | 
 | ||||||
|  | #if defined(SHADER_API_MOBILE) | ||||||
|  |     //#!INJECT_POINT MOBILE_DEFINES | ||||||
|  | #else | ||||||
|  |     //#!INJECT_POINT STANDALONE_DEFINES | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | //#!INJECT_POINT UNIVERSAL_DEFINES | ||||||
|  | 
 | ||||||
|  | #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" | ||||||
|  | //#!INJECT_POINT INCLUDES | ||||||
|  | 
 | ||||||
|  | struct appdata | ||||||
|  | { | ||||||
|  |     float4 vertex : POSITION; | ||||||
|  |     float4 uv0_vertexStream0_xy : TEXCOORD0; | ||||||
|  |     half4 color : COLOR; | ||||||
|  |     //#!INJECT_POINT VERTEX_IN | ||||||
|  |     //#!INJECT_DEFAULT | ||||||
|  |     float vertexStream1 : TEXCOORD1; | ||||||
|  |     //#!INJECT_END | ||||||
|  |     UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct v2f | ||||||
|  | { | ||||||
|  |     //#!INJECT_POINT VERTEX_CENTROID | ||||||
|  |     //#!INJECT_DEFAULT | ||||||
|  |     float4 vertex : SV_POSITION; | ||||||
|  |     //#!INJECT_END | ||||||
|  |     float2 uv0 : TEXCOORD0; | ||||||
|  |     float4 wPos_xyz_fog_x : TEXCOORD1; | ||||||
|  |     half4 color : COLOR; | ||||||
|  |     //#!INJECT_POINT INTERPOLATORS | ||||||
|  | 
 | ||||||
|  |     UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  |         UNITY_VERTEX_OUTPUT_STEREO | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct fragOut | ||||||
|  | { | ||||||
|  |     half4 color : SV_Target; | ||||||
|  |     //#!INJECT_POINT OUTPUT_SEMANTICS | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | //#include "Include/PlatformSamplers.hlsl" | ||||||
|  | 
 | ||||||
|  | TEXTURE2D(_BaseMap); | ||||||
|  | SamplerState sampler_BaseMap; | ||||||
|  | 
 | ||||||
|  | //#!INJECT_POINT UNIFORMS | ||||||
|  | 
 | ||||||
|  | CBUFFER_START(UnityPerMaterial) | ||||||
|  | float4 _BaseMap_ST; | ||||||
|  | half4 _BaseColor; | ||||||
|  | //#!INJECT_POINT MATERIAL_CBUFFER | ||||||
|  | CBUFFER_END | ||||||
|  | 
 | ||||||
|  | //#!INJECT_POINT FUNCTIONS | ||||||
|  | 
 | ||||||
|  | v2f vert(appdata v) | ||||||
|  | { | ||||||
|  |     v2f o; | ||||||
|  |     UNITY_SETUP_INSTANCE_ID(v); | ||||||
|  |     UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||||
|  |     UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||||||
|  | 
 | ||||||
|  |     //#!INJECT_POINT VERT_BEGIN | ||||||
|  | 
 | ||||||
|  |     //#!INJECT_POINT VERT_TRANSFORM | ||||||
|  |     //#!INJECT_DEFAULT | ||||||
|  |     float3 particleCenter = float3(v.uv0_vertexStream0_xy.zw, v.vertexStream1.x); | ||||||
|  |     v.vertex.xyz = ParticleFaceCamera(v.vertex.xyz, particleCenter); | ||||||
|  |     //#!INJECT_END | ||||||
|  |     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; | ||||||
|  | 
 | ||||||
|  |     //#!INJECT_POINT VERT_END | ||||||
|  | 
 | ||||||
|  |     return o; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | fragOut frag(v2f i) | ||||||
|  | { | ||||||
|  |     UNITY_SETUP_INSTANCE_ID(i); | ||||||
|  |     UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); | ||||||
|  | 
 | ||||||
|  |     fragOut f; | ||||||
|  | 
 | ||||||
|  |     //#!INJECT_POINT FRAG_BEGIN | ||||||
|  | 
 | ||||||
|  |     //#!INJECT_POINT FRAG_COLOR | ||||||
|  |     //#!INJECT_DEFAULT | ||||||
|  |     f.color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv0); | ||||||
|  |     f.color *= _BaseColor * i.color; | ||||||
|  |     //#!INJECT_END | ||||||
|  |      | ||||||
|  |     //#!INJECT_POINT FRAG_FOG | ||||||
|  |     //#!INJECT_DEFAULT | ||||||
|  |     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 | ||||||
|  |     //#!INJECT_END | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |     //#!INJECT_POINT FRAG_VOLUMETRICS | ||||||
|  |     //#!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 | ||||||
|  |     //#!INJECT_END | ||||||
|  | 
 | ||||||
|  |     //#!INJECT_POINT FRAG_END | ||||||
|  | 
 | ||||||
|  |      return f; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: 2df13d630bf74324fbefa9003b6544b3 | ||||||
|  | ShaderIncludeImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
|  | @ -0,0 +1,8 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: 4e0ec44885694984b843804e07b56a1c | ||||||
|  | folderAsset: yes | ||||||
|  | DefaultImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
|  | @ -0,0 +1,42 @@ | ||||||
|  | //#!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 | ||||||
|  | 	float _SoftFactor; | ||||||
|  | //#!INJECT_END | ||||||
|  | 
 | ||||||
|  | //#!INJECT_BEGIN VERTEX_CENTROID 0 | ||||||
|  | #if defined(SHADER_API_MOBILE) | ||||||
|  | 	centroid float4 vertex : SV_POSITION; | ||||||
|  | #else | ||||||
|  | 	float4 vertex : SV_POSITION; | ||||||
|  | #endif | ||||||
|  | //#!INJECT_END | ||||||
|  | 
 | ||||||
|  | //#!INJECT_BEGIN OUTPUT_SEMANTICS 0 | ||||||
|  | #if defined(SHADER_API_MOBILE) | ||||||
|  | 	float depth : SV_DepthLessEqual; | ||||||
|  | #endif | ||||||
|  | //#!INJECT_END | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | //#!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; | ||||||
|  | 			#endif | ||||||
|  | 		#endif | ||||||
|  | //#!INJECT_END | ||||||
|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: f42ab72a6a8465649be290d03a8f1981 | ||||||
|  | ShaderIncludeImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
|  | @ -0,0 +1,4 @@ | ||||||
|  | 
 | ||||||
|  | //#!INJECT_BEGIN FRAG_BEGIN -1 | ||||||
|  | 		float2 screenUVs = GetNormalizedScreenSpaceUV(i.vertex); | ||||||
|  | //#!INJECT_END | ||||||
|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: 03859193eb793184ca8cc47738d7109d | ||||||
|  | ShaderIncludeImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
|  | @ -0,0 +1,39 @@ | ||||||
|  | //#!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 | ||||||
|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: 2a6fc1acbba5a6045a0692bfb9a7a8f2 | ||||||
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|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
|  | @ -0,0 +1,17 @@ | ||||||
|  | %YAML 1.1 | ||||||
|  | %TAG !u! tag:unity3d.com,2011: | ||||||
|  | --- !u!114 &11400000 | ||||||
|  | MonoBehaviour: | ||||||
|  |   m_ObjectHideFlags: 0 | ||||||
|  |   m_CorrespondingSourceObject: {fileID: 0} | ||||||
|  |   m_PrefabInstance: {fileID: 0} | ||||||
|  |   m_PrefabAsset: {fileID: 0} | ||||||
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|  |   m_Enabled: 1 | ||||||
|  |   m_EditorHideFlags: 0 | ||||||
|  |   m_Script: {fileID: 11500000, guid: bd7d1f8f9838c1541abbb5c264b254f6, type: 3} | ||||||
|  |   m_Name: ParticleBasic | ||||||
|  |   m_EditorClassIdentifier:  | ||||||
|  |   outputInclude: {fileID: 10900000, guid: c156fe6f1c50d864f8ceb85b935236f7, type: 3} | ||||||
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|  |   injectableIncludes: [] | ||||||
|  | @ -0,0 +1,8 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
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|  | /*-----------------------------------------------------------------------------------------------------* | ||||||
|  |  *-----------------------------------------------------------------------------------------------------* | ||||||
|  |  * WARNING: THIS FILE WAS CREATED WITH SHADERINJECTOR, AND SHOULD NOT BE EDITED DIRECTLY. MODIFY THE   * | ||||||
|  |  * BASE INCLUDE AND INJECTED FILES INSTEAD, AND REGENERATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!   * | ||||||
|  |  *-----------------------------------------------------------------------------------------------------* | ||||||
|  |  *-----------------------------------------------------------------------------------------------------*/ | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | #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" | ||||||
|  | 
 | ||||||
|  | struct appdata | ||||||
|  | { | ||||||
|  |     float4 vertex : POSITION; | ||||||
|  |     float4 uv0_vertexStream0_xy : TEXCOORD0; | ||||||
|  |     half4 color : COLOR; | ||||||
|  |     float vertexStream1 : TEXCOORD1; | ||||||
|  |     UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | struct v2f | ||||||
|  | { | ||||||
|  |     float4 vertex : SV_POSITION; | ||||||
|  |     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; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | //#include "Include/PlatformSamplers.hlsl" | ||||||
|  | 
 | ||||||
|  | TEXTURE2D(_BaseMap); | ||||||
|  | SamplerState sampler_BaseMap; | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | CBUFFER_START(UnityPerMaterial) | ||||||
|  | float4 _BaseMap_ST; | ||||||
|  | half4 _BaseColor; | ||||||
|  | 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); | ||||||
|  |     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; | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |     f.color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv0); | ||||||
|  |     f.color *= _BaseColor * i.color; | ||||||
|  |      | ||||||
|  |     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 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |      return f; | ||||||
|  | } | ||||||
|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
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|  | ShaderIncludeImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
|  | @ -0,0 +1,19 @@ | ||||||
|  | %YAML 1.1 | ||||||
|  | %TAG !u! tag:unity3d.com,2011: | ||||||
|  | --- !u!114 &11400000 | ||||||
|  | MonoBehaviour: | ||||||
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|  |   m_Name: ParticleSoft | ||||||
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|  | /*-----------------------------------------------------------------------------------------------------* | ||||||
|  |  *-----------------------------------------------------------------------------------------------------* | ||||||
|  |  * WARNING: THIS FILE WAS CREATED WITH SHADERINJECTOR, AND SHOULD NOT BE EDITED DIRECTLY. MODIFY THE   * | ||||||
|  |  * BASE INCLUDE AND INJECTED FILES INSTEAD, AND REGENERATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!   * | ||||||
|  |  *-----------------------------------------------------------------------------------------------------* | ||||||
|  |  *-----------------------------------------------------------------------------------------------------*/ | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | #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 ---------------------------------------------------------- | ||||||
|  | #if defined(SHADER_API_MOBILE) | ||||||
|  | 	#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl" | ||||||
|  | #else | ||||||
|  | 	#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" | ||||||
|  | #endif | ||||||
|  | // 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; | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 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); | ||||||
|  |     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 ---------------------------------------------------------- | ||||||
|  | 
 | ||||||
|  |     f.color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv0); | ||||||
|  |     f.color *= _BaseColor * i.color; | ||||||
|  |      | ||||||
|  |     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); | ||||||
|  | 			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()); | ||||||
|  | 			float fade = saturate((1 / _SoftFactor) * (sceneZ - thisZ)); | ||||||
|  | 			fade *= fade; | ||||||
|  | 			#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 @@ | ||||||
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|  |   m_Name: ParticleTorch | ||||||
|  |   m_EditorClassIdentifier:  | ||||||
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|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
|  | @ -0,0 +1,200 @@ | ||||||
|  | /*-----------------------------------------------------------------------------------------------------* | ||||||
|  |  *-----------------------------------------------------------------------------------------------------* | ||||||
|  |  * WARNING: THIS FILE WAS CREATED WITH SHADERINJECTOR, AND SHOULD NOT BE EDITED DIRECTLY. MODIFY THE   * | ||||||
|  |  * BASE INCLUDE AND INJECTED FILES INSTEAD, AND REGENERATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!   * | ||||||
|  |  *-----------------------------------------------------------------------------------------------------* | ||||||
|  |  *-----------------------------------------------------------------------------------------------------*/ | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | #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:  | ||||||
							
								
								
									
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								Assets/SLZShaders/Include/Particle/billboard.hlsl
									
										
									
									
									
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							|  | @ -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; | ||||||
|  | } | ||||||
|  | 
 | ||||||
							
								
								
									
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								Assets/SLZShaders/Include/Particle/billboard.hlsl.meta
									
										
									
									
									
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							|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: 40dd6881c3760054cacc50fdba7554dc | ||||||
|  | ShaderIncludeImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
							
								
								
									
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							|  | @ -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 | ||||||
							
								
								
									
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							|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: 6aab105c75192124887c893201ce93e0 | ||||||
|  | ShaderIncludeImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
							
								
								
									
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								Assets/SLZShaders/Include/Triplanar.hlsl
									
										
									
									
									
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							|  | @ -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 | ||||||
							
								
								
									
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							|  | @ -0,0 +1,7 @@ | ||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: 225aec2e7a259b642a9fa1a4d10d7aac | ||||||
|  | ShaderIncludeImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
							
								
								
									
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							|  | @ -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"	 | ||||||
|  | } | ||||||
							
								
								
									
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|  | ShaderImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   defaultTextures: [] | ||||||
|  |   nonModifiableTextures: [] | ||||||
|  |   preprocessorOverride: 0 | ||||||
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|  | ShaderImporter: | ||||||
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|  |   - _WireColor: {fileID: 2800000, guid: 07e40fb4bdc07784493f741d9447821a, type: 3} | ||||||
|  |   nonModifiableTextures: [] | ||||||
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|  |   - unity_Lightmaps: {instanceID: 0} | ||||||
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|  |   - unity_ShadowMasks: {instanceID: 0} | ||||||
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|  |     physicsShape: [] | ||||||
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|  | Shader "SLZ/Particle/Motion Vector Billboard Correct Shadows" | ||||||
|  | { | ||||||
|  | 	Properties | ||||||
|  | 	{ | ||||||
|  | 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 | ||||||
|  | 		 _EmissionColor("Emission Color", Color) = (0,0,0,0) | ||||||
|  | 		[NoScaleOffset]_MainTex("Main Texture", 2D) = "white" {} | ||||||
|  | 		[NoScaleOffset]_EmissionMap("Emission Texture", 2D) = "white" {} | ||||||
|  | 
 | ||||||
|  | 		[NoScaleOffset]_MotionVectors("Motion Vectors", 2D) = "white" {} | ||||||
|  | 		_UVMotionMultiplier("UV Motion Multiplier", Float) = 0 | ||||||
|  | 		_Color("Color", Color) = (1,1,1,1) | ||||||
|  | 		[Toggle(_BRDFMAP)] BRDFMAP("Enable BRDF map", Float) = 0 | ||||||
|  | 		[NoScaleOffset]g_tBRDFMap("BRDF map", 2D) = "white" {} | ||||||
|  | 		_Depth("Depth", Float) = 0 | ||||||
|  | 		[ASEEnd][Toggle(_SCALEDEPTHDITHER_ON)] _ScaleDepthDither("Scale Depth Dither", Float) = 0 | ||||||
|  | 		[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" } | ||||||
|  | 		Cull Back | ||||||
|  | 		ZWrite Off | ||||||
|  | 		ZTest LEqual | ||||||
|  | 		Offset 0 , 0 | ||||||
|  | 		AlphaToMask Off | ||||||
|  | 		 | ||||||
|  | 		HLSLINCLUDE | ||||||
|  | 		#pragma target 3.0 | ||||||
|  | 
 | ||||||
|  | 		#pragma prefer_hlslcc gles | ||||||
|  | 		#pragma exclude_renderers d3d11_9x  | ||||||
|  | 		#pragma multi_compile | ||||||
|  | 		 | ||||||
|  | 		ENDHLSL | ||||||
|  | 
 | ||||||
|  | 		 | ||||||
|  | 		Pass | ||||||
|  | 		{ | ||||||
|  | 			 | ||||||
|  | 			Name "Forward" | ||||||
|  | 			Tags { "LightMode"="UniversalForward" } | ||||||
|  | 			 | ||||||
|  | 			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha | ||||||
|  | 			ColorMask RGBA | ||||||
|  | 			 | ||||||
|  | 
 | ||||||
|  | 			HLSLPROGRAM | ||||||
|  | 
 | ||||||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||||||
|  | 			#pragma multi_compile_instancing | ||||||
|  | 			//#pragma multi_compile _ LOD_FADE_CROSSFADE | ||||||
|  | 			#pragma multi_compile_fog | ||||||
|  | 			#define ASE_FOG 1 | ||||||
|  | 			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED | ||||||
|  | 			#define ASE_ABSOLUTE_VERTEX_POS 1 | ||||||
|  | 			#define ASE_SRP_VERSION 120102 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 			// #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION | ||||||
|  | 			#define _DISABLE_LIGHTMAPS | ||||||
|  | 			#define _DISABLE_REFLECTIONPROBES | ||||||
|  | 			#define _DISABLE_SSAO | ||||||
|  | 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DefaultLitVariants.hlsl" | ||||||
|  | 
 | ||||||
|  | 			#pragma vertex vert | ||||||
|  | 			#pragma fragment frag | ||||||
|  | 
 | ||||||
|  | 			#define SHADERPASS SHADERPASS_FORWARD | ||||||
|  | 
 | ||||||
|  | 			#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 "Include/Particle/billboard.hlsl" | ||||||
|  | 			#define ASE_NEEDS_VERT_POSITION | ||||||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||||||
|  | 			#define ASE_NEEDS_FRAG_COLOR | ||||||
|  | 			#define ASE_NEEDS_FRAG_SCREEN_POSITION | ||||||
|  | 			#pragma shader_feature_local _SCALEDEPTHDITHER_ON | ||||||
|  | 			#pragma shader_feature_local_fragment _BRDFMAP | ||||||
|  | 
 | ||||||
|  | 			#ifndef SHADER_API_MOBILE | ||||||
|  | 			#define ASE_DEPTH_WRITE_ON | ||||||
|  | 			#endif | ||||||
|  | 
 | ||||||
|  | 			struct VertexInput | ||||||
|  | 			{ | ||||||
|  | 				float4 vertex : POSITION; | ||||||
|  | 				half3 normal : NORMAL; | ||||||
|  | 				half4 tangent : TANGENT; | ||||||
|  | 				float4 texcoord : TEXCOORD0; //uv, uv2 | ||||||
|  | 				float4 texcoord1 : TEXCOORD1; //anim blend, anim frame, center.xy | ||||||
|  | 				float texcoord2 : TEXCOORD2; //center.z | ||||||
|  | 				half4 vColor : COLOR; | ||||||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  | 			}; | ||||||
|  | 
 | ||||||
|  | 			struct VertexOutput | ||||||
|  | 			{ | ||||||
|  | 				float4 clipPos : SV_POSITION; | ||||||
|  | 				half4 vColor : COLOR; | ||||||
|  | 				half4 uv01 : TEXCOORD0; | ||||||
|  | 				half3 SH : TEXCOORD1; | ||||||
|  | 				half4 fog_x_vLight_rgb : TEXCOORD2; | ||||||
|  | 				half4 wNormal_xyz_animBlend_x : TEXCOORD3; | ||||||
|  | 				float3 wPos : TEXCOORD4; | ||||||
|  | 				float4 pCenter_xyz_animFrame_x : TEXCOORD5; | ||||||
|  | 
 | ||||||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||||
|  | 				float4 shadowCoord : TEXCOORD6; | ||||||
|  | 				#endif | ||||||
|  | 				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) | ||||||
|  | 				float4 screenPos : TEXCOORD7; | ||||||
|  | 				#endif | ||||||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||||||
|  | 				float2 dynamicLightmapUV : TEXCOORD8; | ||||||
|  | 				#endif | ||||||
|  | 				 | ||||||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||||||
|  | 			}; | ||||||
|  | 
 | ||||||
|  | 			CBUFFER_START(UnityPerMaterial) | ||||||
|  | 			float4 _Color; | ||||||
|  | 			float4 _EmissionColor; | ||||||
|  | 			float _UVMotionMultiplier; | ||||||
|  | 			float _Depth; | ||||||
|  | 
 | ||||||
|  | 			CBUFFER_END | ||||||
|  | 			Texture2D _MainTex; SamplerState sampler_MainTex; | ||||||
|  | 			Texture2D _EmissionMap; SamplerState sampler_EmissionMap; | ||||||
|  | 			Texture2D _MotionVectors; SamplerState sampler_MotionVectors; | ||||||
|  | 			TEXTURE2D_ARRAY(_SLZ_DitherTex2D); | ||||||
|  | 			int NoisePixels; | ||||||
|  | 			int _SLZ_TexSel; | ||||||
|  | 			int NoiseArraySize; | ||||||
|  | 			SAMPLER(sampler_SLZ_DitherTex2D); | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 			inline float4 ASE_ComputeGrabScreenPos( float4 pos ) | ||||||
|  | 			{ | ||||||
|  | 				#if UNITY_UV_STARTS_AT_TOP | ||||||
|  | 				float scale = -1.0; | ||||||
|  | 				#else | ||||||
|  | 				float scale = 1.0; | ||||||
|  | 				#endif | ||||||
|  | 				float4 o = pos; | ||||||
|  | 				o.y = pos.w * 0.5f; | ||||||
|  | 				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; | ||||||
|  | 				return o; | ||||||
|  | 			} | ||||||
|  | 			 | ||||||
|  | 
 | ||||||
|  | 			VertexOutput VertexFunction( VertexInput v  ) | ||||||
|  | 			{ | ||||||
|  | 				VertexOutput o = (VertexOutput)0; | ||||||
|  | 				UNITY_SETUP_INSTANCE_ID(v); | ||||||
|  | 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||||
|  | 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||||||
|  | 
 | ||||||
|  | 				 | ||||||
|  | 				float3 particleCenter = float3(v.texcoord1.z , v.texcoord1.w , v.texcoord2.x); | ||||||
|  | 				v.vertex.xyz = particle_face_camera(v.vertex.xyz , v.normal, particleCenter); | ||||||
|  | 				 | ||||||
|  | 				o.vColor = v.vColor; | ||||||
|  | 				o.uv01 = v.texcoord; | ||||||
|  | 				 | ||||||
|  | 
 | ||||||
|  | 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||||
|  | 				float4 positionCS = TransformWorldToHClip( positionWS ); | ||||||
|  | 
 | ||||||
|  | 				o.wPos = positionWS; | ||||||
|  | 
 | ||||||
|  | 				VertexNormalInputs normalInput = GetVertexNormalInputs( v.normal, v.tangent ); | ||||||
|  | 
 | ||||||
|  | 				o.wNormal_xyz_animBlend_x = half4(normalInput.normalWS.xyz, v.texcoord1.x); | ||||||
|  | 				o.pCenter_xyz_animFrame_x = float4(v.texcoord1.zw, v.texcoord2.x, v.texcoord1.y); | ||||||
|  | 
 | ||||||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||||||
|  | 				o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#if !defined(LIGHTMAP_ON) | ||||||
|  | 				OUTPUT_SH( normalInput.normalWS.xyz, o.SH.xyz ); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); | ||||||
|  | 
 | ||||||
|  | 				#ifdef ASE_FOG | ||||||
|  | 					half fogFactor = ComputeFogFactor( positionCS.z ); | ||||||
|  | 				#else | ||||||
|  | 					half fogFactor = 0; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				o.fog_x_vLight_rgb = half4(fogFactor, vertexLight); | ||||||
|  | 				 | ||||||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||||
|  | 				VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||||
|  | 				vertexInput.positionWS = positionWS; | ||||||
|  | 				vertexInput.positionCS = positionCS; | ||||||
|  | 				o.shadowCoord = GetShadowCoord( vertexInput ); | ||||||
|  | 				#endif | ||||||
|  | 				 | ||||||
|  | 				o.clipPos = positionCS; | ||||||
|  | 				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) | ||||||
|  | 				o.screenPos = ComputeScreenPos(positionCS); | ||||||
|  | 				#endif | ||||||
|  | 				return o; | ||||||
|  | 			} | ||||||
|  | 			 | ||||||
|  | 
 | ||||||
|  | 			VertexOutput vert ( VertexInput v ) | ||||||
|  | 			{ | ||||||
|  | 				return VertexFunction( v ); | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) | ||||||
|  | 				#define ASE_SV_DEPTH SV_DepthLessEqual   | ||||||
|  | 			#else | ||||||
|  | 				#define ASE_SV_DEPTH SV_Depth | ||||||
|  | 			#endif | ||||||
|  | 
 | ||||||
|  | 			half4 frag ( VertexOutput IN  | ||||||
|  | 						#ifdef ASE_DEPTH_WRITE_ON | ||||||
|  | 						,out float outputDepth : ASE_SV_DEPTH | ||||||
|  | 						#endif | ||||||
|  | 						 ) : SV_Target | ||||||
|  | 			{ | ||||||
|  | 				UNITY_SETUP_INSTANCE_ID(IN); | ||||||
|  | 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); | ||||||
|  | 
 | ||||||
|  | 				#ifdef LOD_FADE_CROSSFADE | ||||||
|  | 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				 | ||||||
|  | 				half3 WorldNormal = normalize( IN.wNormal_xyz_animBlend_x.xyz); | ||||||
|  | 
 | ||||||
|  | 				float3 WorldPosition = IN.wPos; | ||||||
|  | 				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition; | ||||||
|  | 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||||
|  | 				 | ||||||
|  | 				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) | ||||||
|  | 					float4 ScreenPos = IN.screenPos; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 	 | ||||||
|  | 				WorldViewDirection = SafeNormalize( WorldViewDirection ); | ||||||
|  | 
 | ||||||
|  | 				 | ||||||
|  | 
 | ||||||
|  | 				half animBlend = IN.wNormal_xyz_animBlend_x.w; | ||||||
|  | 				float animFrame = IN.pCenter_xyz_animFrame_x.w; | ||||||
|  | 
 | ||||||
|  | 				float2 motionVectorOffset1 = (SAMPLE_TEXTURE2D( _MotionVectors, sampler_MotionVectors, IN.uv01.xy).rg - 0.5 ) * animBlend * -_UVMotionMultiplier; | ||||||
|  | 				float2 motionVectorOffset2 = (SAMPLE_TEXTURE2D( _MotionVectors, sampler_MotionVectors, IN.uv01.zw).rg - 0.5 ) * ( 1.0 - animBlend ) * _UVMotionMultiplier; | ||||||
|  | 
 | ||||||
|  | 				float4 albedo = lerp( SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, IN.uv01.xy +  motionVectorOffset1), | ||||||
|  | 									  SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, IN.uv01.zw + motionVectorOffset2), animBlend); | ||||||
|  | 				albedo = IN.vColor * albedo * _Color; | ||||||
|  | 
 | ||||||
|  | 				float4 emission = lerp( SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, IN.uv01.xy +  motionVectorOffset1), | ||||||
|  | 									  SAMPLE_TEXTURE2D( _EmissionMap, sampler_EmissionMap, IN.uv01.zw + motionVectorOffset2), animBlend); | ||||||
|  | 
 | ||||||
|  | 			 | ||||||
|  | 				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos ); | ||||||
|  | 				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; | ||||||
|  | 				 | ||||||
|  | 				 | ||||||
|  | 				#ifdef _SCALEDEPTHDITHER_ON | ||||||
|  | 				float staticSwitch72 = ( _Depth * IN.uv01.z ); | ||||||
|  | 				#else | ||||||
|  | 				float staticSwitch72 = _Depth; | ||||||
|  | 				#endif | ||||||
|  | 				float2 depthDitherUV = ase_grabScreenPosNorm.xy * _ScreenParams.xy / NoisePixels; | ||||||
|  | 				float depthDitherIndex = fmod((float)_SLZ_TexSel + floor((float)NoiseArraySize * animFrame)  ,  (float)NoiseArraySize); | ||||||
|  | 				float clipOffset = (SAMPLE_TEXTURE2D_ARRAY( _SLZ_DitherTex2D, sampler_SLZ_DitherTex2D, depthDitherUV ,  depthDitherIndex).r - 0.5) * staticSwitch72; | ||||||
|  | 				float offsetClipW = ( IN.clipPos.w + clipOffset); | ||||||
|  | 				 | ||||||
|  | 				float3 Albedo = albedo.rgb; | ||||||
|  | 				float3 Normal = float3(0, 0, 1); | ||||||
|  | 				float3 Emission = (emission*_EmissionColor).rgb; | ||||||
|  | #if 0 | ||||||
|  | 				float3 BakedEmission = 0; | ||||||
|  | #endif | ||||||
|  | 				float3 Specular = 0.5; | ||||||
|  | 				float Metallic = 0; | ||||||
|  | 				float Smoothness = 0.5; | ||||||
|  | 				float Occlusion = 1; | ||||||
|  | 				float Alpha = albedo.a; | ||||||
|  | 				float AlphaClipThreshold = 0.5; | ||||||
|  | 				float AlphaClipThresholdShadow = 0.5; | ||||||
|  | 				float3 BakedGI = 0; | ||||||
|  | 				float3 RefractionColor = 1; | ||||||
|  | 				float RefractionIndex = 1; | ||||||
|  | 				float3 Transmission = 1; | ||||||
|  | 				float3 Translucency = 1; | ||||||
|  | 				//#ifdef ASE_DEPTH_WRITE_ON | ||||||
|  | 				float DepthValue = ( ( 1.0 - ( offsetClipW * _ZBufferParams.w ) ) / ( offsetClipW * _ZBufferParams.z ) ); | ||||||
|  | 				//#endif | ||||||
|  | 				 | ||||||
|  | 				#ifdef _CLEARCOAT | ||||||
|  | 				float CoatMask = 0; | ||||||
|  | 				float CoatSmoothness = 0; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				#ifdef _ALPHATEST_ON | ||||||
|  | 					clip(Alpha - AlphaClipThreshold); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				InputData inputData = (InputData)0; | ||||||
|  | 				inputData.positionWS = WorldPosition; | ||||||
|  | 				inputData.viewDirectionWS = WorldViewDirection; | ||||||
|  | 				 | ||||||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||||
|  | 					inputData.shadowCoord = IN.shadowCoord; | ||||||
|  | 				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||||
|  | 					float depthZ = Linear01Depth(DepthValue, _ZBufferParams) * (_ProjectionParams.z - _ProjectionParams.y) + _ProjectionParams.y; | ||||||
|  | 					float3 shadowPos = WorldViewDirection * (depthZ / -(dot(WorldViewDirection, UNITY_MATRIX_V._m20_m21_m22))) + _WorldSpaceCameraPos; | ||||||
|  | 					inputData.shadowCoord = TransformWorldToShadowCoord(shadowPos); | ||||||
|  | 				#else | ||||||
|  | 					inputData.shadowCoord = float4(0, 0, 0, 0); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef _NORMALMAP | ||||||
|  | 					#if _NORMAL_DROPOFF_TS | ||||||
|  | 					inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); | ||||||
|  | 					#elif _NORMAL_DROPOFF_OS | ||||||
|  | 					inputData.normalWS = TransformObjectToWorldNormal(Normal); | ||||||
|  | 					#elif _NORMAL_DROPOFF_WS | ||||||
|  | 					inputData.normalWS = Normal; | ||||||
|  | 					#endif | ||||||
|  | 					inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); | ||||||
|  | 				#else | ||||||
|  | 					inputData.normalWS = WorldNormal; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				#ifdef ASE_FOG | ||||||
|  | 					inputData.fogCoord = IN.fog_x_vLight_rgb.x; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				inputData.vertexLighting = IN.fog_x_vLight_rgb.yzw; | ||||||
|  | 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) | ||||||
|  | 					float3 SH = SampleSH(inputData.normalWS.xyz); | ||||||
|  | 				#else | ||||||
|  | 					float3 SH = IN.SH.xyz; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#if defined(DYNAMICLIGHTMAP_ON) | ||||||
|  | 
 | ||||||
|  | 				#ifdef LIGHTMAP_ON | ||||||
|  | 				float4 encodedGI =  SAMPLE_GI_DIR(IN.SH.xyz, IN.dynamicLightmapUV.xy, IN.vertexSH, inputData.normalWS, Smoothness, WorldViewDirection); | ||||||
|  | 				inputData.bakedGI = encodedGI.rgb; | ||||||
|  | 				float BakedSpecular = encodedGI.w; | ||||||
|  | 
 | ||||||
|  | 				#else | ||||||
|  | 				inputData.bakedGI = SAMPLE_GI(IN.SH.xy, IN.dynamicLightmapUV.xy, IN.vertexSH , inputData.normalWS); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#else | ||||||
|  | 				#ifdef LIGHTMAP_ON | ||||||
|  | 				float4 encodedGI = SAMPLE_GI_DIR(IN.SH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS, Smoothness, WorldViewDirection); | ||||||
|  | 				inputData.bakedGI = encodedGI.rgb; | ||||||
|  | 				float BakedSpecular = encodedGI.w; | ||||||
|  | 
 | ||||||
|  | 				#else | ||||||
|  | 				inputData.bakedGI = SAMPLE_GI(IN.SH.xy, IN.SH.xyz, inputData.normalWS); | ||||||
|  | 				#endif				 | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				#ifdef _ASE_BAKEDGI | ||||||
|  | 					inputData.bakedGI = BakedGI; | ||||||
|  | 				#endif | ||||||
|  | 				 | ||||||
|  | 				inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); | ||||||
|  | 				inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); | ||||||
|  | 
 | ||||||
|  | 				#if defined(DEBUG_DISPLAY) | ||||||
|  | 					#if defined(DYNAMICLIGHTMAP_ON) | ||||||
|  | 						inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; | ||||||
|  | 					#endif | ||||||
|  | 
 | ||||||
|  | 					#if defined(LIGHTMAP_ON) | ||||||
|  | 						inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; | ||||||
|  | 					#else | ||||||
|  | 						inputData.vertexSH = SH; | ||||||
|  | 					#endif | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				SurfaceData surfaceData; | ||||||
|  | 				surfaceData.albedo              = Albedo; | ||||||
|  | 				surfaceData.metallic            = saturate(Metallic); | ||||||
|  | 				surfaceData.specular            = Specular; | ||||||
|  | 				surfaceData.smoothness          = saturate(Smoothness), | ||||||
|  | 				surfaceData.occlusion           = Occlusion, | ||||||
|  | 				surfaceData.emission            = Emission, | ||||||
|  | 				surfaceData.alpha               = saturate(Alpha); | ||||||
|  | 				surfaceData.normalTS            = Normal; | ||||||
|  | 				surfaceData.clearCoatMask       = 0; | ||||||
|  | 				surfaceData.clearCoatSmoothness = 1; | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				#ifdef _CLEARCOAT | ||||||
|  | 					surfaceData.clearCoatMask       = saturate(CoatMask); | ||||||
|  | 					surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef _DBUFFER | ||||||
|  | 					ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				half4 color = UniversalFragmentPBR( inputData, surfaceData); | ||||||
|  | 
 | ||||||
|  | 				#ifdef LIGHTMAP_ON | ||||||
|  | 				float3 MetalSpec = lerp(kDieletricSpec.rgb, surfaceData.albedo , surfaceData.metallic); | ||||||
|  | 				color.rgb += BakedSpecular * surfaceData.occlusion * MetalSpec * inputData.bakedGI.rgb; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef _TRANSMISSION_ASE | ||||||
|  | 				{ | ||||||
|  | 					float shadow = _TransmissionShadow; | ||||||
|  | 
 | ||||||
|  | 					Light mainLight = GetMainLight( inputData.shadowCoord ); | ||||||
|  | 					float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; | ||||||
|  | 					mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); | ||||||
|  | 					half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; | ||||||
|  | 					color.rgb += Albedo * mainTransmission; | ||||||
|  | 
 | ||||||
|  | 					#ifdef _ADDITIONAL_LIGHTS | ||||||
|  | 						int transPixelLightCount = GetAdditionalLightsCount(); | ||||||
|  | 						for (int i = 0; i < transPixelLightCount; ++i) | ||||||
|  | 						{ | ||||||
|  | 							Light light = GetAdditionalLight(i, inputData.positionWS); | ||||||
|  | 							float3 atten = light.color * light.distanceAttenuation; | ||||||
|  | 							atten = lerp( atten, atten * light.shadowAttenuation, shadow ); | ||||||
|  | 
 | ||||||
|  | 							half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; | ||||||
|  | 							color.rgb += Albedo * transmission; | ||||||
|  | 						} | ||||||
|  | 					#endif | ||||||
|  | 				} | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef _TRANSLUCENCY_ASE | ||||||
|  | 				{ | ||||||
|  | 					float shadow = _TransShadow; | ||||||
|  | 					float normal = _TransNormal; | ||||||
|  | 					float scattering = _TransScattering; | ||||||
|  | 					float direct = _TransDirect; | ||||||
|  | 					float ambient = _TransAmbient; | ||||||
|  | 					float strength = _TransStrength; | ||||||
|  | 
 | ||||||
|  | 					Light mainLight = GetMainLight( inputData.shadowCoord ); | ||||||
|  | 					float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; | ||||||
|  | 					mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); | ||||||
|  | 
 | ||||||
|  | 					half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; | ||||||
|  | 					half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); | ||||||
|  | 					half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; | ||||||
|  | 					color.rgb += Albedo * mainTranslucency * strength; | ||||||
|  | 
 | ||||||
|  | 					#ifdef _ADDITIONAL_LIGHTS | ||||||
|  | 						int transPixelLightCount = GetAdditionalLightsCount(); | ||||||
|  | 						for (int i = 0; i < transPixelLightCount; ++i) | ||||||
|  | 						{ | ||||||
|  | 							Light light = GetAdditionalLight(i, inputData.positionWS); | ||||||
|  | 							float3 atten = light.color * light.distanceAttenuation; | ||||||
|  | 							atten = lerp( atten, atten * light.shadowAttenuation, shadow ); | ||||||
|  | 
 | ||||||
|  | 							half3 lightDir = light.direction + inputData.normalWS * normal; | ||||||
|  | 							half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); | ||||||
|  | 							half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; | ||||||
|  | 							color.rgb += Albedo * translucency * strength; | ||||||
|  | 						} | ||||||
|  | 					#endif | ||||||
|  | 				} | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef _REFRACTION_ASE | ||||||
|  | 					float4 projScreenPos = ScreenPos / ScreenPos.w; | ||||||
|  | 					float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); | ||||||
|  | 					projScreenPos.xy += refractionOffset.xy; | ||||||
|  | 					float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; | ||||||
|  | 					color.rgb = lerp( refraction, color.rgb, color.a ); | ||||||
|  | 					color.a = 1; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY | ||||||
|  | 					color.rgb *= color.a; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef ASE_FOG | ||||||
|  | 					#ifdef TERRAIN_SPLAT_ADDPASS | ||||||
|  | 						color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fog_x_vLight_rgb.x ); | ||||||
|  | 					#else | ||||||
|  | 						color.rgb = MixFog(color.rgb, -inputData.viewDirectionWS, IN.fog_x_vLight_rgb.x); | ||||||
|  | 					#endif | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				    color = Volumetrics( color, inputData.positionWS); | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||||||
|  | 					outputDepth = DepthValue; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				return color; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			ENDHLSL | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		 | ||||||
|  | 		Pass | ||||||
|  | 		{ | ||||||
|  | 			 | ||||||
|  | 			Name "ShadowCaster" | ||||||
|  | 			Tags { "LightMode"="ShadowCaster" } | ||||||
|  | 
 | ||||||
|  | 			ZWrite On | ||||||
|  | 			ZTest LEqual | ||||||
|  | 			AlphaToMask Off | ||||||
|  | 			ColorMask 0 | ||||||
|  | 
 | ||||||
|  | 			HLSLPROGRAM | ||||||
|  | 			 | ||||||
|  | 			#define _NORMAL_DROPOFF_TS 1 | ||||||
|  | 			#pragma multi_compile_instancing | ||||||
|  | 			#pragma multi_compile_fog | ||||||
|  | 			#define ASE_FOG 1 | ||||||
|  | 			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED | ||||||
|  | 			#define ASE_ABSOLUTE_VERTEX_POS 1 | ||||||
|  | 			#define ASE_SRP_VERSION 120102 | ||||||
|  | 
 | ||||||
|  | 			 | ||||||
|  | 			#pragma vertex vert | ||||||
|  | 			#pragma fragment frag | ||||||
|  | 
 | ||||||
|  | 			#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW | ||||||
|  | 
 | ||||||
|  | 			#define SHADERPASS SHADERPASS_SHADOWCASTER | ||||||
|  | 
 | ||||||
|  | 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | ||||||
|  | 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" | ||||||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||||||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | ||||||
|  | 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" | ||||||
|  | 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" | ||||||
|  | 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" | ||||||
|  | 
 | ||||||
|  | 			#include "Include/Particle/billboard.hlsl" | ||||||
|  | 			#define ASE_NEEDS_VERT_POSITION | ||||||
|  | 			#define ASE_NEEDS_VERT_NORMAL | ||||||
|  | 			#pragma shader_feature_local _SCALEDEPTHDITHER_ON | ||||||
|  | 
 | ||||||
|  | 			#ifndef SHADER_API_MOBILE | ||||||
|  | 			#define ASE_DEPTH_WRITE_ON | ||||||
|  | 			#endif | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 			struct VertexInput | ||||||
|  | 			{ | ||||||
|  | 				float4 vertex : POSITION; | ||||||
|  | 				float3 ase_normal : NORMAL; | ||||||
|  | 				float4 ase_texcoord1 : TEXCOORD1; | ||||||
|  | 				float4 ase_texcoord2 : TEXCOORD2; | ||||||
|  | 				float4 ase_color : COLOR; | ||||||
|  | 				float4 ase_texcoord : TEXCOORD0; | ||||||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  | 			}; | ||||||
|  | 
 | ||||||
|  | 			struct VertexOutput | ||||||
|  | 			{ | ||||||
|  | 				float4 clipPos : SV_POSITION; | ||||||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||||
|  | 				float3 worldPos : TEXCOORD0; | ||||||
|  | 				#endif | ||||||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||||
|  | 				float4 shadowCoord : TEXCOORD1; | ||||||
|  | 				#endif | ||||||
|  | 				float4 ase_color : COLOR; | ||||||
|  | 				float4 ase_texcoord2 : TEXCOORD2; | ||||||
|  | 				float4 ase_texcoord3 : TEXCOORD3; | ||||||
|  | 				float4 ase_texcoord4 : TEXCOORD4; | ||||||
|  | 				float4 ase_texcoord5 : TEXCOORD5; | ||||||
|  | 				UNITY_VERTEX_INPUT_INSTANCE_ID | ||||||
|  | 				UNITY_VERTEX_OUTPUT_STEREO | ||||||
|  | 			}; | ||||||
|  | 
 | ||||||
|  | 			CBUFFER_START(UnityPerMaterial) | ||||||
|  | 			float4 _Color; | ||||||
|  | 			float _UVMotionMultiplier; | ||||||
|  | 			float _Depth; | ||||||
|  | 			#ifdef _TRANSMISSION_ASE | ||||||
|  | 				float _TransmissionShadow; | ||||||
|  | 			#endif | ||||||
|  | 			#ifdef _TRANSLUCENCY_ASE | ||||||
|  | 				float _TransStrength; | ||||||
|  | 				float _TransNormal; | ||||||
|  | 				float _TransScattering; | ||||||
|  | 				float _TransDirect; | ||||||
|  | 				float _TransAmbient; | ||||||
|  | 				float _TransShadow; | ||||||
|  | 			#endif | ||||||
|  | 			#ifdef TESSELLATION_ON | ||||||
|  | 				float _TessPhongStrength; | ||||||
|  | 				float _TessValue; | ||||||
|  | 				float _TessMin; | ||||||
|  | 				float _TessMax; | ||||||
|  | 				float _TessEdgeLength; | ||||||
|  | 				float _TessMaxDisp; | ||||||
|  | 			#endif | ||||||
|  | 			CBUFFER_END | ||||||
|  | 			sampler2D _MainTex; | ||||||
|  | 			sampler2D _MotionVectors; | ||||||
|  | 			TEXTURE2D_ARRAY(_SLZ_DitherTex2D); | ||||||
|  | 			int NoisePixels; | ||||||
|  | 			int _SLZ_TexSel; | ||||||
|  | 			int NoiseArraySize; | ||||||
|  | 			SAMPLER(sampler_SLZ_DitherTex2D); | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 			inline float4 ASE_ComputeGrabScreenPos( float4 pos ) | ||||||
|  | 			{ | ||||||
|  | 				#if UNITY_UV_STARTS_AT_TOP | ||||||
|  | 				float scale = -1.0; | ||||||
|  | 				#else | ||||||
|  | 				float scale = 1.0; | ||||||
|  | 				#endif | ||||||
|  | 				float4 o = pos; | ||||||
|  | 				o.y = pos.w * 0.5f; | ||||||
|  | 				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; | ||||||
|  | 				return o; | ||||||
|  | 			} | ||||||
|  | 			 | ||||||
|  | 
 | ||||||
|  | 			float3 _LightDirection; | ||||||
|  | 			float3 _LightPosition; | ||||||
|  | 
 | ||||||
|  | 			VertexOutput VertexFunction( VertexInput v ) | ||||||
|  | 			{ | ||||||
|  | 				VertexOutput o; | ||||||
|  | 				UNITY_SETUP_INSTANCE_ID(v); | ||||||
|  | 				UNITY_TRANSFER_INSTANCE_ID(v, o); | ||||||
|  | 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); | ||||||
|  | 
 | ||||||
|  | 				float4 vertex84 = float4( v.vertex.xyz , 0.0 ); | ||||||
|  | 				float3 normal84 = v.ase_normal; | ||||||
|  | 				float3 tangent84 = float3( 0,0,0 ); | ||||||
|  | 				float3 appendResult88 = (float3(v.ase_texcoord1.z , v.ase_texcoord1.w , v.ase_texcoord2.x)); | ||||||
|  | 				float3 center84 = appendResult88; | ||||||
|  | 				float3 localparticle_face_camera84 = particle_face_camera( vertex84 , normal84, center84 ); | ||||||
|  | 				 | ||||||
|  | 				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); | ||||||
|  | 				float4 screenPos = ComputeScreenPos(ase_clipPos); | ||||||
|  | 				o.ase_texcoord5 = screenPos; | ||||||
|  | 				 | ||||||
|  | 				o.ase_color = v.ase_color; | ||||||
|  | 				o.ase_texcoord2 = v.ase_texcoord; | ||||||
|  | 				o.ase_texcoord3 = v.ase_texcoord1; | ||||||
|  | 				o.ase_texcoord4 = v.vertex; | ||||||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||||
|  | 					float3 defaultVertexValue = v.vertex.xyz; | ||||||
|  | 				#else | ||||||
|  | 					float3 defaultVertexValue = float3(0, 0, 0); | ||||||
|  | 				#endif | ||||||
|  | 				float3 vertexValue = localparticle_face_camera84; | ||||||
|  | 				#ifdef ASE_ABSOLUTE_VERTEX_POS | ||||||
|  | 					v.vertex.xyz = vertexValue; | ||||||
|  | 				#else | ||||||
|  | 					v.vertex.xyz += vertexValue; | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				v.ase_normal = normal84; | ||||||
|  | 
 | ||||||
|  | 				float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); | ||||||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||||
|  | 				o.worldPos = positionWS; | ||||||
|  | 				#endif | ||||||
|  | 				float3 normalWS = TransformObjectToWorldDir(v.ase_normal); | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 			#if _CASTING_PUNCTUAL_LIGHT_SHADOW | ||||||
|  | 				float3 lightDirectionWS = normalize(_LightPosition - positionWS); | ||||||
|  | 			#else | ||||||
|  | 				float3 lightDirectionWS = _LightDirection; | ||||||
|  | 			#endif | ||||||
|  | 
 | ||||||
|  | 				float4 clipPos = ApplySLZShadowBias(positionWS, normalWS, lightDirectionWS); | ||||||
|  | 			 | ||||||
|  | 			#if UNITY_REVERSED_Z | ||||||
|  | 				clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); | ||||||
|  | 			#else | ||||||
|  | 				clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); | ||||||
|  | 			#endif | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||||
|  | 					VertexPositionInputs vertexInput = (VertexPositionInputs)0; | ||||||
|  | 					vertexInput.positionWS = positionWS; | ||||||
|  | 					vertexInput.positionCS = clipPos; | ||||||
|  | 					o.shadowCoord = GetShadowCoord( vertexInput ); | ||||||
|  | 				#endif | ||||||
|  | 				o.clipPos = clipPos; | ||||||
|  | 				return o; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			VertexOutput vert ( VertexInput v ) | ||||||
|  | 			{ | ||||||
|  | 				return VertexFunction( v ); | ||||||
|  | 			} | ||||||
|  | 			 | ||||||
|  | 
 | ||||||
|  | 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) | ||||||
|  | 				#define ASE_SV_DEPTH SV_DepthLessEqual   | ||||||
|  | 			#else | ||||||
|  | 				#define ASE_SV_DEPTH SV_Depth | ||||||
|  | 			#endif | ||||||
|  | 
 | ||||||
|  | 			half4 frag(	VertexOutput IN  | ||||||
|  | 						#ifdef ASE_DEPTH_WRITE_ON | ||||||
|  | 						,out float outputDepth : ASE_SV_DEPTH | ||||||
|  | 						#endif | ||||||
|  | 						 ) : SV_TARGET | ||||||
|  | 			{ | ||||||
|  | 				UNITY_SETUP_INSTANCE_ID( IN ); | ||||||
|  | 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); | ||||||
|  | 				 | ||||||
|  | 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION) | ||||||
|  | 				float3 WorldPosition = IN.worldPos; | ||||||
|  | 				#endif | ||||||
|  | 				float4 ShadowCoords = float4( 0, 0, 0, 0 ); | ||||||
|  | 
 | ||||||
|  | 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) | ||||||
|  | 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) | ||||||
|  | 						ShadowCoords = IN.shadowCoord; | ||||||
|  | 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) | ||||||
|  | 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); | ||||||
|  | 					#endif | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				float2 temp_output_8_0 = (IN.ase_texcoord2).xy; | ||||||
|  | 				float4 temp_cast_1 = (0.5).xxxx; | ||||||
|  | 				float2 temp_output_9_0 = (IN.ase_texcoord2).zw; | ||||||
|  | 				float4 temp_cast_4 = (0.5).xxxx; | ||||||
|  | 				float4 lerpResult4 = lerp( tex2D( _MainTex, ( float4( temp_output_8_0, 0.0 , 0.0 ) + ( ( tex2D( _MotionVectors, temp_output_8_0 ) - temp_cast_1 ) * IN.ase_texcoord3.xyz.x * -_UVMotionMultiplier ) ).rg ) , tex2D( _MainTex, ( float4( temp_output_9_0, 0.0 , 0.0 ) + ( ( tex2D( _MotionVectors, temp_output_9_0 ) - temp_cast_4 ) * ( 1.0 - IN.ase_texcoord3.xyz.x ) * -1.0 * -_UVMotionMultiplier ) ).rg ) , IN.ase_texcoord3.xyz.x); | ||||||
|  | 				float4 temp_output_11_0 = ( IN.ase_color * lerpResult4 * _Color ); | ||||||
|  | 				 | ||||||
|  | 				float4 unityObjectToClipPos92 = TransformWorldToHClip(TransformObjectToWorld(IN.ase_texcoord4.xyz)); | ||||||
|  | 				float4 screenPos = IN.ase_texcoord5; | ||||||
|  | 				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos ); | ||||||
|  | 				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; | ||||||
|  | 				float4 temp_cast_8 = (0.5).xxxx; | ||||||
|  | 				#ifdef _SCALEDEPTHDITHER_ON | ||||||
|  | 				float staticSwitch72 = ( _Depth * IN.ase_texcoord3.xyz.z ); | ||||||
|  | 				#else | ||||||
|  | 				float staticSwitch72 = _Depth; | ||||||
|  | 				#endif | ||||||
|  | 				float temp_output_4_0_g44 = ( unityObjectToClipPos92.w + ( ( SAMPLE_TEXTURE2D_ARRAY( _SLZ_DitherTex2D, sampler_SLZ_DitherTex2D, ( (ase_grabScreenPosNorm).xy * ( (_ScreenParams).xy / NoisePixels ) ),(float)( ( _SLZ_TexSel + (int)( NoiseArraySize * IN.ase_texcoord3.xyz.y ) ) % NoiseArraySize ) ) - temp_cast_8 ) * staticSwitch72 ).r ); | ||||||
|  | 				 | ||||||
|  | 				float Alpha = (temp_output_11_0).a; | ||||||
|  | 				float AlphaClipThreshold = 0.5; | ||||||
|  | 				float AlphaClipThresholdShadow = 0.5; | ||||||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||||||
|  | 				float DepthValue = ( ( 1.0 - ( temp_output_4_0_g44 * _ZBufferParams.w ) ) / ( temp_output_4_0_g44 * _ZBufferParams.z ) ); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef _ALPHATEST_ON | ||||||
|  | 					#ifdef _ALPHATEST_SHADOW_ON | ||||||
|  | 						clip(Alpha - AlphaClipThresholdShadow); | ||||||
|  | 					#else | ||||||
|  | 						clip(Alpha - AlphaClipThreshold); | ||||||
|  | 					#endif | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef LOD_FADE_CROSSFADE | ||||||
|  | 					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); | ||||||
|  | 				#endif | ||||||
|  | 
 | ||||||
|  | 				#ifdef ASE_DEPTH_WRITE_ON | ||||||
|  | 					outputDepth = DepthValue; | ||||||
|  | 				#endif | ||||||
|  | 				return 0; | ||||||
|  | 			} | ||||||
|  | 
 | ||||||
|  | 			ENDHLSL | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 	} | ||||||
|  | 	 | ||||||
|  | 	CustomEditor "UnityEditor.ShaderGraphLitGUI" | ||||||
|  | 	Fallback "Hidden/InternalErrorShader" | ||||||
|  | 	 | ||||||
|  | } | ||||||
							
								
								
									
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|  |   defaultTextures: [] | ||||||
|  |   nonModifiableTextures: [] | ||||||
|  |   preprocessorOverride: 0 | ||||||
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|  |   m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3} | ||||||
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|  |   m_EditorClassIdentifier:  | ||||||
|  |   k_AssetVersion: 2 | ||||||
|  |   lightLayerName0: Light Layer default | ||||||
|  |   lightLayerName1: Light Layer 1 | ||||||
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|  |   lightLayerName4: Light Layer 4 | ||||||
|  |   lightLayerName5: Light Layer 5 | ||||||
|  |   lightLayerName6: Light Layer 6 | ||||||
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|  |   m_StripUnusedPostProcessingVariants: 0 | ||||||
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