// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SLZ/Anime" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [ASEBegin]_BaseMap("Base Map", 2D) = "white" {} [NoScaleOffset]g_tBRDFMap("BRDF map", 2D) = "white" {} [HideInInspector][Toggle(_BRDFMAP)] BRDFMAP1("Enable BRDF map", Float) = 1 [HideInInspector][Toggle(ANIME)] ANIME("ANIME", Float) = 1 [NoScaleOffset][SingleLineTexture]_MetallicGlossMap("MAS", 2D) = "white" {} [HDR]_OutlineColor("Outline Color", Color) = (0.5,0.5,0.5,0) _BumpMap("Bump Map", 2D) = "bump" {} _Color("Color", Color) = (1,1,1,1) _OutlineSize("Outline Size", Float) = 5 [ASEEnd]_OutlineClamp("Outline Clamp", Float) = 10 [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) = "" {} //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } Cull Back ZWrite On ZTest LEqual Offset 0,0 AlphaToMask Off HLSLINCLUDE #pragma target 4.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero, One Zero ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED #define _DISABLE_LIGHTMAPS #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #define ASE_USING_SAMPLING_MACROS 1 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl" #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.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.core/ShaderLibrary/TextureStack.hlsl" #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #pragma shader_feature_local ANIME #pragma shader_feature_local _BRDFMAP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DefaultLitVariants.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.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" #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; float4 _Color; float4 _OutlineColor; float4 _BumpMap_ST; float _OutlineSize; float _OutlineClamp; #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 TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); 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); o.ase_texcoord8.xy = v.texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord8.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); #endif #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.lightmapUVOrVertexSH.xyz ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) || defined(ASE_TERRAIN_INSTANCING) o.lightmapUVOrVertexSH.zw = v.texcoord; o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = 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; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #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 #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 uv_BaseMap = IN.ase_texcoord8.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; float4 temp_output_109_0_g2 = round( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ); float dotResult19 = dot( WorldNormal , WorldViewDirection ); float4 lerpResult22 = lerp( ( ( temp_output_109_0_g2 * ( 1.0 - ( ( 1.0 - ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ) * ( 1.0 - _OutlineColor ) * 2.0 ) ) ) + ( ( 1.0 - temp_output_109_0_g2 ) * ( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) * _OutlineColor * 2.0 ) ) ) , ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) , saturate( ( pow( dotResult19 , _OutlineSize ) * _OutlineClamp ) )); float2 uv_BumpMap = IN.ase_texcoord8.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 uv_MetallicGlossMap56 = IN.ase_texcoord8.xy; float4 tex2DNode56 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, uv_MetallicGlossMap56 ); float3 Albedo = lerpResult22.rgb; float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f ); float3 Emission = 0; #if 0 float3 BakedEmission = 0; #endif float3 Specular = 0.5; float Metallic = tex2DNode56.r; float Smoothness = tex2DNode56.b; float Occlusion = tex2DNode56.g; float Alpha = 1; 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 = 0; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #if defined(_FLUORESCENCE) float4 Fluorescence = 0; float4 Absorbance = 0; #endif #if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN) clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; #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 #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = ShadowCoords; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzww; //TODO: Shuffle things in vertex streams so we get full RGBA color rather than RGBB here #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) #ifdef LIGHTMAP_ON float4 encodedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xyz, IN.dynamicLightmapUV.xy, IN.vertexSH, inputData.normalWS, Smoothness, WorldViewDirection); inputData.bakedGI = encodedGI.rgb; float BakedSpecular = encodedGI.w; #else inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, IN.vertexSH , inputData.normalWS); #endif #else #ifdef LIGHTMAP_ON float4 encodedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS, Smoothness, WorldViewDirection); inputData.bakedGI = encodedGI.rgb; float BakedSpecular = encodedGI.w; #else inputData.bakedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS, Smoothness, WorldViewDirection); #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 #if defined(_FLUORESCENCE) surfaceData.fluorescence = Fluorescence; surfaceData.absorbance = Absorbance; #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.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, -inputData.viewDirectionWS, IN.fogFactorAndVertexLight.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_fog #define ASE_FOG 1 #pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED #define _DISABLE_LIGHTMAPS #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #define ASE_USING_SAMPLING_MACROS 1 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl" #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" #pragma shader_feature_local ANIME #pragma shader_feature_local _BRDFMAP struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; 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 UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; float4 _Color; float4 _OutlineColor; float4 _BumpMap_ST; float _OutlineSize; float _OutlineClamp; #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 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 ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldDir(v.ase_normal); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float2 vShadowOffsets = GetShadowOffsets( normalWS, lightDirectionWS ); positionWS.xyz -= vShadowOffsets.y * lightDirectionWS.xyz * .01; float4 clipPos = TransformObjectToHClip( float4( mul( unity_WorldToObject, float4( positionWS.xyz, 1.0 ) ).xyz, 1.0 ) ); //float4 clipPos = TransformWorldToHClip(ApplyShadowBias(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(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #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; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #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 float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN) #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 } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED #define _DISABLE_LIGHTMAPS #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #define ASE_USING_SAMPLING_MACROS 1 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl" #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #pragma shader_feature_local ANIME #pragma shader_feature_local _BRDFMAP struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; 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 UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; float4 _Color; float4 _OutlineColor; float4 _BumpMap_ST; float _OutlineSize; float _OutlineClamp; #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 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); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif 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 #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #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 float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN) clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } /*ase_pass*/ Pass { Name "Universal2D" Tags{"LightMode" = "Universal2D"} Blend One Zero ColorMask RGBA HLSLPROGRAM /*ase_pragma_before*/ #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_2D #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" /*ase_pragma*/ struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; /*ase_vdata:p=p;n=n*/ 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 /*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) /*ase_srp_batcher*/ #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 /*ase_globals*/ /*ase_funcs*/ VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_Normal*/v.ase_normal/*end*/; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN /*ase_frag_input*/ ) : 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 /*ase_frag_code:IN=VertexOutput*/ float3 Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3(0.5, 0.5, 0.5)/*end*/; float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClip*/0.5/*end*/; half4 color = half4( Albedo, Alpha ); #if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN) clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED #define _DISABLE_LIGHTMAPS #define _NORMALMAP 1 #define ASE_SRP_VERSION 999999 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #pragma shader_feature_local ANIME #pragma shader_feature_local _BRDFMAP struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; 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 float3 worldNormal : TEXCOORD2; float4 worldTangent : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; float4 _Color; float4 _OutlineColor; float4 _BumpMap_ST; float _OutlineSize; float _OutlineClamp; #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 TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); 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); o.ase_texcoord4.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord4.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 normalWS = TransformObjectToWorldNormal( v.ase_normal ); float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.worldNormal = normalWS; o.worldTangent = tangentWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #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 ); float3 WorldNormal = IN.worldNormal; float4 WorldTangent = IN.worldTangent; #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 uv_BumpMap = IN.ase_texcoord4.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f ); float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN) clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); return half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = WorldNormal; #endif return half4(EncodeWSNormalForNormalsTex(NormalizeNormalPerPixel(normalWS)), 0.0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend One Zero, One Zero ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1#pragma multi_compile_fog#define ASE_FOG 1#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED#define _DISABLE_LIGHTMAPS#define _NORMALMAP 1#define ASE_SRP_VERSION 999999#define ASE_USING_SAMPLING_MACROS 1 #if FALSE #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE //_MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE //#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _GBUFFER_NORMALS_OCT //#pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile _ _RENDER_PASS_ENABLED #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_GBUFFER #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/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #pragma shader_feature_local ANIME #pragma shader_feature_local _BRDFMAP struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; float4 _Color; float4 _OutlineColor; float4 _BumpMap_ST; float _OutlineSize; float _OutlineClamp; #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 TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); 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); o.ase_texcoord8.xy = v.texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord8.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord; o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = 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; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif FragmentOutput frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) { 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 #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #else ShadowCoords = float4(0, 0, 0, 0); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 uv_BaseMap = IN.ase_texcoord8.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; float4 temp_output_109_0_g2 = round( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ); float dotResult19 = dot( WorldNormal , WorldViewDirection ); float4 lerpResult22 = lerp( ( ( temp_output_109_0_g2 * ( 1.0 - ( ( 1.0 - ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ) * ( 1.0 - _OutlineColor ) * 2.0 ) ) ) + ( ( 1.0 - temp_output_109_0_g2 ) * ( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) * _OutlineColor * 2.0 ) ) ) , ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) , saturate( ( pow( dotResult19 , _OutlineSize ) * _OutlineClamp ) )); float2 uv_BumpMap = IN.ase_texcoord8.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 uv_MetallicGlossMap56 = IN.ase_texcoord8.xy; float4 tex2DNode56 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, uv_MetallicGlossMap56 ); float3 Albedo = lerpResult22.rgb; float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f ); float3 Emission = 0; float3 Specular = 0.5; float Metallic = tex2DNode56.r; float Smoothness = tex2DNode56.b; float Occlusion = tex2DNode56.g; float Alpha = 1; 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 = 0; #endif #if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN) clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = IN.clipPos; inputData.shadowCoord = ShadowCoords; #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 #else inputData.normalWS = WorldNormal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(WorldPosition, 1.0), IN.fogFactorAndVertexLight.x); #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #ifdef _ASE_BAKEDGI inputData.bakedGI = BakedGI; #else #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #endif #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 #ifdef _DBUFFER ApplyDecal(IN.clipPos, Albedo, Specular, inputData.normalWS, Metallic, Occlusion, Smoothness); #endif BRDFData brdfData; InitializeBRDFData (Albedo, Metallic, Specular, Smoothness, Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); half4 color; MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #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.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb); } #endif ENDHLSL } /*ase_pass*/ Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } HLSLPROGRAM /*ase_pragma_before*/ #pragma only_renderers gles gles3 glcore d3d11 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #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" /*ase_pragma*/ struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; /*ase_interp(0,):sp=sp*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) /*ase_srp_batcher*/ #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; VertexOutput VertexFunction(VertexInput v /*ase_vert_input*/ ) { VertexOutput o; ZERO_INITIALIZE(VertexOutput, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/v.ase_normal/*end*/; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); o.clipPos = TransformWorldToHClip(positionWS); return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; /*ase_control_code:v=VertexInput;o=VertexControl*/ return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; /*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:IN=VertexOutput*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; #if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN) float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; outColor = _SelectionID; return outColor; } ENDHLSL } } 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