3426 lines
133 KiB
Text
3426 lines
133 KiB
Text
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SLZ/Nullman"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[ASEBegin]_BaseMap("_BaseMap", 2D) = "white" {}
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[NoScaleOffset]g_tBRDFMap("BRDF map", 2D) = "white" {}
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[NoScaleOffset]_WireColor("WireColor", 2D) = "white" {}
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_WireScale("Wire Scale", Float) = 3
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_Refraction("Refraction", Range( 0.5 , 1)) = 0.884
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_Smoothness("Smoothness", Range( 0 , 1)) = 0
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_Metallic("Metallic", Range( 0 , 1)) = 0
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[HDR]_Emission("Emission", Color) = (1,1,1,1)
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[NoScaleOffset][SingleLineTexture]_HitRamp("Hit Ramp", 2D) = "black" {}
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[HideInInspector]_NumberOfHits("_NumberOfHits", Int) = 0
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_Cubemap("Cubemap", CUBE) = "white" {}
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[ASEEnd][Toggle]_CustomCubemap("Custom Cubemap", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector]_QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 3.0
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
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#define _DISABLE_LIGHTMAPS
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#define _EMISSION
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#define ASE_SRP_VERSION 999999
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#define ASE_USING_SAMPLING_MACROS 1
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl"
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#pragma shader_feature_local_fragment _BRDFMAP
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DefaultLitVariants.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD7;
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#endif
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float4 ase_texcoord8 : TEXCOORD8;
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float4 ase_texcoord9 : TEXCOORD9;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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half4x4 EllipsoidPosArray[HitMatrixCount];
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float4 _BaseMap_ST;
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float4 _Emission;
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int _NumberOfHits;
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float _CustomCubemap;
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float _Refraction;
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float _WireScale;
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float _Metallic;
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float _Smoothness;
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#ifdef _TRANSMISSION_ASE
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float _TransmissionShadow;
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#endif
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#ifdef _TRANSLUCENCY_ASE
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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TEXTURECUBE(_Cubemap);
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SAMPLER(sampler_Cubemap);
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TEXTURE2D(_WireColor);
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SAMPLER(sampler_WireColor);
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half2 PosespaceImpacts_A( float3 Posespace )
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{
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return GetClosestImpactUV( Posespace, EllipsoidPosArray , _NumberOfHits );
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}
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half2 SampleHitTex( half2 ImpactsUV )
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{
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return SampleHitTexture(ImpactsUV);
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}
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float3 MyCustomExpression( float3 viewDirectionWS, float blur )
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{
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return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0 , viewDirectionWS, blur*UNITY_SPECCUBE_LOD_STEPS), unity_SpecCube0_HDR);
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}
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.ase_texcoord8.xyz = v.texcoord.xyz;
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o.ase_texcoord9.xyz = v.texcoord1.xyz;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord8.w = 0;
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o.ase_texcoord9.w = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float3 positionVS = TransformWorldToView( positionWS );
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float4 positionCS = TransformWorldToHClip( positionWS );
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VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
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o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
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o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
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o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
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#if defined(LIGHTMAP_ON)
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OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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#if !defined(LIGHTMAP_ON)
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OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
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#endif
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#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) || defined(ASE_TERRAIN_INSTANCING)
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o.lightmapUVOrVertexSH.zw = v.texcoord;
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o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
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#ifdef ASE_FOG
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half fogFactor = ComputeFogFactor( positionCS.z );
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#else
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half fogFactor = 0;
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#endif
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||
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 );
|
||
|
|
||
|
float3 normalizedWorldNormal = normalize( WorldNormal );
|
||
|
float dotResult13 = dot( normalizedWorldNormal , WorldViewDirection );
|
||
|
float temp_output_89_0 = saturate( dotResult13 );
|
||
|
float2 uv_BaseMap = IN.ase_texcoord8.xyz.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||
|
float4 tex2DNode8 = SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap );
|
||
|
float4 temp_output_14_0 = ( temp_output_89_0 * temp_output_89_0 * tex2DNode8 );
|
||
|
|
||
|
float3 texCoord31 = IN.ase_texcoord9.xyz;
|
||
|
texCoord31.xy = IN.ase_texcoord9.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
||
|
half3 Posespace29 = texCoord31;
|
||
|
half2 localPosespaceImpacts_A29 = PosespaceImpacts_A( Posespace29 );
|
||
|
half2 ImpactsUV137 = localPosespaceImpacts_A29;
|
||
|
half2 localSampleHitTex137 = SampleHitTex( ImpactsUV137 );
|
||
|
float temp_output_144_0 = min( (localSampleHitTex137).y , ( 1.0 - floor( (localPosespaceImpacts_A29).x ) ) );
|
||
|
float3 temp_output_66_0 = refract( -WorldViewDirection , normalizedWorldNormal , _Refraction );
|
||
|
float3 viewDirectionWS58 = temp_output_66_0;
|
||
|
float temp_output_65_0 = ( 1.0 - temp_output_89_0 );
|
||
|
float blur58 = temp_output_65_0;
|
||
|
float3 localMyCustomExpression58 = MyCustomExpression( viewDirectionWS58 , blur58 );
|
||
|
float3 texCoord5 = IN.ase_texcoord9.xyz;
|
||
|
texCoord5.xy = IN.ase_texcoord9.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
||
|
float4 tex2DNode7 = SAMPLE_TEXTURE2D( _WireColor, sampler_WireColor, ( texCoord5 * _WireScale ).xy );
|
||
|
float4 blendOpSrc129 = tex2DNode8;
|
||
|
float4 blendOpDest129 = tex2DNode7;
|
||
|
float4 lerpBlendMode129 = lerp(blendOpDest129,abs( blendOpSrc129 - blendOpDest129 ),saturate( (0.0 + (temp_output_65_0 - 0.48) * (1.0 - 0.0) / (1.0 - 0.48)) ));
|
||
|
float temp_output_145_0 = ( 1.0 - temp_output_144_0 );
|
||
|
float4 lerpResult160 = lerp( (( _CustomCubemap )?( SAMPLE_TEXTURECUBE_LOD( _Cubemap, sampler_Cubemap, temp_output_66_0, temp_output_65_0 ) ):( float4( localMyCustomExpression58 , 0.0 ) )) , ( ( lerpBlendMode129 + ( (( _CustomCubemap )?( SAMPLE_TEXTURECUBE_LOD( _Cubemap, sampler_Cubemap, temp_output_66_0, temp_output_65_0 ) ):( float4( localMyCustomExpression58 , 0.0 ) )) * temp_output_14_0 ) ) * temp_output_145_0 * _Emission ) , min( temp_output_145_0 , tex2DNode7.a ));
|
||
|
|
||
|
float3 Albedo = temp_output_14_0.rgb;
|
||
|
float3 Normal = float3(0, 0, 1);
|
||
|
float3 Emission = ( float4( ( localSampleHitTex137 * temp_output_144_0 ), 0.0 , 0.0 ) + lerpResult160 ).rgb;
|
||
|
#if 0
|
||
|
float3 BakedEmission = 0;
|
||
|
#endif
|
||
|
float3 Specular = 0.5;
|
||
|
float Metallic = _Metallic;
|
||
|
float Smoothness = _Smoothness;
|
||
|
float Occlusion = temp_output_145_0;
|
||
|
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 _EMISSION
|
||
|
#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_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
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)
|
||
|
half4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 _EMISSION
|
||
|
#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_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
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)
|
||
|
half4x4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Meta"
|
||
|
Tags { "LightMode"="Meta" }
|
||
|
|
||
|
Cull 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 _EMISSION
|
||
|
#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 shader_feature _ EDITOR_VISUALIZATION
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_META
|
||
|
|
||
|
#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/MetaInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
#pragma shader_feature_local_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 texcoord0 : TEXCOORD0;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
||
|
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
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
float4 VizUV : TEXCOORD2;
|
||
|
float4 LightCoord : TEXCOORD3;
|
||
|
#endif
|
||
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
float4 ase_texcoord5 : TEXCOORD5;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
half4x4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#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);
|
||
|
|
||
|
|
||
|
|
||
|
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 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
||
|
o.ase_texcoord4.xyz = ase_worldNormal;
|
||
|
|
||
|
o.ase_texcoord5.xy = v.texcoord0.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord4.w = 0;
|
||
|
o.ase_texcoord5.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 );
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
float2 VizUV = 0;
|
||
|
float4 LightCoord = 0;
|
||
|
UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
|
||
|
o.VizUV = float4(VizUV, 0, 0);
|
||
|
o.LightCoord = LightCoord;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = o.clipPos;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 texcoord0 : 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.texcoord0 = v.texcoord0;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * 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
|
||
|
|
||
|
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
|
||
|
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
|
||
|
|
||
|
float3 ase_worldNormal = IN.ase_texcoord4.xyz;
|
||
|
float3 normalizedWorldNormal = normalize( ase_worldNormal );
|
||
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
||
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
||
|
float dotResult13 = dot( normalizedWorldNormal , ase_worldViewDir );
|
||
|
float temp_output_89_0 = saturate( dotResult13 );
|
||
|
float2 uv_BaseMap = IN.ase_texcoord5.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||
|
float4 tex2DNode8 = SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap );
|
||
|
float4 temp_output_14_0 = ( temp_output_89_0 * temp_output_89_0 * tex2DNode8 );
|
||
|
|
||
|
|
||
|
float3 Albedo = temp_output_14_0.rgb;
|
||
|
float3 Emission = 0;
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
MetaInput metaInput = (MetaInput)0;
|
||
|
metaInput.Albedo = Albedo;
|
||
|
metaInput.Emission = Emission;
|
||
|
#ifdef EDITOR_VISUALIZATION
|
||
|
metaInput.VizUV = IN.VizUV.xy;
|
||
|
metaInput.LightCoord = IN.LightCoord;
|
||
|
#endif
|
||
|
|
||
|
return MetaFragment(metaInput);
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
/*ase_pass*/
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "BakedRaytrace"
|
||
|
Tags{ "LightMode" = "BakedRaytrace" }
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
/*ase_pragma_before*/
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_RAYTRACE
|
||
|
|
||
|
#include "UnityRaytracingMeshUtils.cginc"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#define _EMISSION
|
||
|
#pragma raytracing test
|
||
|
#pragma shader_feature_local __ _ALBEDOMULTIPLY_ON
|
||
|
#pragma shader_feature_local __ _EMISSION_ON
|
||
|
|
||
|
/*ase_pragma*/
|
||
|
|
||
|
struct RayPayload
|
||
|
{
|
||
|
float4 color;
|
||
|
float3 dir;
|
||
|
};
|
||
|
|
||
|
struct AttributeData
|
||
|
{
|
||
|
float2 barycentrics;
|
||
|
};
|
||
|
|
||
|
struct Vertex
|
||
|
{
|
||
|
float2 texcoord;
|
||
|
float3 normal;
|
||
|
};
|
||
|
|
||
|
Texture2D<float4> _BaseMap;
|
||
|
SamplerState sampler_BaseMap;
|
||
|
|
||
|
CBUFFER_START( UnityPerMaterial )
|
||
|
/*ase_srp_batcher*/
|
||
|
Texture2D<float4> _EmissionMap;
|
||
|
SamplerState sampler_EmissionMap;
|
||
|
|
||
|
float4 _EmissionColor;
|
||
|
float4 _BaseMap_ST;
|
||
|
float _BakedMutiplier = 1;
|
||
|
CBUFFER_END
|
||
|
|
||
|
/*ase_globals*/
|
||
|
|
||
|
/*ase_funcs*/
|
||
|
|
||
|
//https://coty.tips/raytracing-in-unity/
|
||
|
[shader("closesthit")]
|
||
|
void MyClosestHit(inout RayPayload payload,
|
||
|
AttributeData attributes : SV_IntersectionAttributes) {
|
||
|
|
||
|
payload.color = float4(0,0,0,1); //Intializing
|
||
|
payload.dir = float3(1,0,0);
|
||
|
|
||
|
// #if _EMISSION_ON
|
||
|
uint2 launchIdx = DispatchRaysIndex();
|
||
|
// ShadingData shade = getShadingData( PrimitiveIndex(), attribs );
|
||
|
|
||
|
uint primitiveIndex = PrimitiveIndex();
|
||
|
uint3 triangleIndicies = UnityRayTracingFetchTriangleIndices(primitiveIndex);
|
||
|
Vertex v0, v1, v2;
|
||
|
|
||
|
v0.texcoord = UnityRayTracingFetchVertexAttribute2(triangleIndicies.x, kVertexAttributeTexCoord0);
|
||
|
v1.texcoord = UnityRayTracingFetchVertexAttribute2(triangleIndicies.y, kVertexAttributeTexCoord0);
|
||
|
v2.texcoord = UnityRayTracingFetchVertexAttribute2(triangleIndicies.z, kVertexAttributeTexCoord0);
|
||
|
|
||
|
// v0.normal = UnityRayTracingFetchVertexAttribute3(triangleIndicies.x, kVertexAttributeNormal);
|
||
|
// v1.normal = UnityRayTracingFetchVertexAttribute3(triangleIndicies.y, kVertexAttributeNormal);
|
||
|
// v2.normal = UnityRayTracingFetchVertexAttribute3(triangleIndicies.z, kVertexAttributeNormal);
|
||
|
|
||
|
float3 barycentrics = float3(1.0 - attributes.barycentrics.x - attributes.barycentrics.y, attributes.barycentrics.x, attributes.barycentrics.y);
|
||
|
|
||
|
Vertex vInterpolated;
|
||
|
vInterpolated.texcoord = v0.texcoord * barycentrics.x + v1.texcoord * barycentrics.y + v2.texcoord * barycentrics.z;
|
||
|
//TODO: Extract normal direction to ignore the backside of emissive objects
|
||
|
//vInterpolated.normal = v0.normal * barycentrics.x + v1.normal * barycentrics.y + v2.normal * barycentrics.z;
|
||
|
// if ( dot(vInterpolated.normal, float3(1,0,0) < 0) ) payload.color = float4(0,10,0,1) ;
|
||
|
// else payload.color = float4(10,0,0,1) ;
|
||
|
|
||
|
//TODO: Figure out how to tie Amplify into using Texture2d and SamplerState instead of the bundled sampler2D. Forcing names for now.
|
||
|
//#if _ALBEDOMULTIPLY_ON
|
||
|
float4 albedo = float4(_BaseMap.SampleLevel(sampler_BaseMap, vInterpolated.texcoord.xy * _BaseMap_ST.xy + _BaseMap_ST.zw, 0 ).rgb , 1) ;
|
||
|
// #else
|
||
|
// float4 albedo = float4(1,1,1,1);
|
||
|
// #endif
|
||
|
|
||
|
payload.color = float4( (_EmissionMap.SampleLevel(sampler_EmissionMap, vInterpolated.texcoord * _BaseMap_ST.xy + _BaseMap_ST.zw,0) ).rgb * _EmissionColor.rgb * albedo.rgb * _BakedMutiplier , 1 );
|
||
|
// #else
|
||
|
// payload.color = float4(0,0,0,1);
|
||
|
|
||
|
// #endif
|
||
|
}
|
||
|
ENDHLSL
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Universal2D"
|
||
|
Tags { "LightMode"="Universal2D" }
|
||
|
|
||
|
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 _EMISSION
|
||
|
#define ASE_SRP_VERSION 999999
|
||
|
#define ASE_USING_SAMPLING_MACROS 1
|
||
|
|
||
|
|
||
|
#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"
|
||
|
|
||
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
#pragma shader_feature_local_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
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_texcoord2 : TEXCOORD2;
|
||
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
half4x4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#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);
|
||
|
|
||
|
|
||
|
|
||
|
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 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
||
|
o.ase_texcoord2.xyz = ase_worldNormal;
|
||
|
|
||
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord2.w = 0;
|
||
|
o.ase_texcoord3.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 );
|
||
|
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;
|
||
|
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_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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_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
|
||
|
|
||
|
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
|
||
|
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
|
||
|
|
||
|
float3 ase_worldNormal = IN.ase_texcoord2.xyz;
|
||
|
float3 normalizedWorldNormal = normalize( ase_worldNormal );
|
||
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
||
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
||
|
float dotResult13 = dot( normalizedWorldNormal , ase_worldViewDir );
|
||
|
float temp_output_89_0 = saturate( dotResult13 );
|
||
|
float2 uv_BaseMap = IN.ase_texcoord3.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||
|
float4 tex2DNode8 = SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap );
|
||
|
float4 temp_output_14_0 = ( temp_output_89_0 * temp_output_89_0 * tex2DNode8 );
|
||
|
|
||
|
|
||
|
float3 Albedo = temp_output_14_0.rgb;
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
|
||
|
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 _EMISSION
|
||
|
#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_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
|
||
|
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;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
half4x4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#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 );
|
||
|
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;
|
||
|
|
||
|
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;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
|
||
|
|
||
|
#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
|
||
|
|
||
|
|
||
|
float3 Normal = float3(0, 0, 1);
|
||
|
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 _EMISSION#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_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
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;
|
||
|
float4 ase_texcoord9 : TEXCOORD9;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
half4x4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#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);
|
||
|
TEXTURECUBE(_Cubemap);
|
||
|
SAMPLER(sampler_Cubemap);
|
||
|
TEXTURE2D(_WireColor);
|
||
|
SAMPLER(sampler_WireColor);
|
||
|
|
||
|
|
||
|
half2 PosespaceImpacts_A( float3 Posespace )
|
||
|
{
|
||
|
return GetClosestImpactUV( Posespace, EllipsoidPosArray , _NumberOfHits );
|
||
|
}
|
||
|
|
||
|
half2 SampleHitTex( half2 ImpactsUV )
|
||
|
{
|
||
|
return SampleHitTexture(ImpactsUV);
|
||
|
}
|
||
|
|
||
|
float3 MyCustomExpression( float3 viewDirectionWS, float blur )
|
||
|
{
|
||
|
return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0 , viewDirectionWS, blur*UNITY_SPECCUBE_LOD_STEPS), unity_SpecCube0_HDR);
|
||
|
}
|
||
|
|
||
|
|
||
|
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.xyz = v.texcoord.xyz;
|
||
|
o.ase_texcoord9.xyz = v.texcoord1.xyz;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord8.w = 0;
|
||
|
o.ase_texcoord9.w = 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 );
|
||
|
|
||
|
float3 normalizedWorldNormal = normalize( WorldNormal );
|
||
|
float dotResult13 = dot( normalizedWorldNormal , WorldViewDirection );
|
||
|
float temp_output_89_0 = saturate( dotResult13 );
|
||
|
float2 uv_BaseMap = IN.ase_texcoord8.xyz.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||
|
float4 tex2DNode8 = SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap );
|
||
|
float4 temp_output_14_0 = ( temp_output_89_0 * temp_output_89_0 * tex2DNode8 );
|
||
|
|
||
|
float3 texCoord31 = IN.ase_texcoord9.xyz;
|
||
|
texCoord31.xy = IN.ase_texcoord9.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
||
|
half3 Posespace29 = texCoord31;
|
||
|
half2 localPosespaceImpacts_A29 = PosespaceImpacts_A( Posespace29 );
|
||
|
half2 ImpactsUV137 = localPosespaceImpacts_A29;
|
||
|
half2 localSampleHitTex137 = SampleHitTex( ImpactsUV137 );
|
||
|
float temp_output_144_0 = min( (localSampleHitTex137).y , ( 1.0 - floor( (localPosespaceImpacts_A29).x ) ) );
|
||
|
float3 temp_output_66_0 = refract( -WorldViewDirection , normalizedWorldNormal , _Refraction );
|
||
|
float3 viewDirectionWS58 = temp_output_66_0;
|
||
|
float temp_output_65_0 = ( 1.0 - temp_output_89_0 );
|
||
|
float blur58 = temp_output_65_0;
|
||
|
float3 localMyCustomExpression58 = MyCustomExpression( viewDirectionWS58 , blur58 );
|
||
|
float3 texCoord5 = IN.ase_texcoord9.xyz;
|
||
|
texCoord5.xy = IN.ase_texcoord9.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
||
|
float4 tex2DNode7 = SAMPLE_TEXTURE2D( _WireColor, sampler_WireColor, ( texCoord5 * _WireScale ).xy );
|
||
|
float4 blendOpSrc129 = tex2DNode8;
|
||
|
float4 blendOpDest129 = tex2DNode7;
|
||
|
float4 lerpBlendMode129 = lerp(blendOpDest129,abs( blendOpSrc129 - blendOpDest129 ),saturate( (0.0 + (temp_output_65_0 - 0.48) * (1.0 - 0.0) / (1.0 - 0.48)) ));
|
||
|
float temp_output_145_0 = ( 1.0 - temp_output_144_0 );
|
||
|
float4 lerpResult160 = lerp( (( _CustomCubemap )?( SAMPLE_TEXTURECUBE_LOD( _Cubemap, sampler_Cubemap, temp_output_66_0, temp_output_65_0 ) ):( float4( localMyCustomExpression58 , 0.0 ) )) , ( ( lerpBlendMode129 + ( (( _CustomCubemap )?( SAMPLE_TEXTURECUBE_LOD( _Cubemap, sampler_Cubemap, temp_output_66_0, temp_output_65_0 ) ):( float4( localMyCustomExpression58 , 0.0 ) )) * temp_output_14_0 ) ) * temp_output_145_0 * _Emission ) , min( temp_output_145_0 , tex2DNode7.a ));
|
||
|
|
||
|
float3 Albedo = temp_output_14_0.rgb;
|
||
|
float3 Normal = float3(0, 0, 1);
|
||
|
float3 Emission = ( float4( ( localSampleHitTex137 * temp_output_144_0 ), 0.0 , 0.0 ) + lerpResult160 ).rgb;
|
||
|
float3 Specular = 0.5;
|
||
|
float Metallic = _Metallic;
|
||
|
float Smoothness = _Smoothness;
|
||
|
float Occlusion = temp_output_145_0;
|
||
|
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
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "SceneSelectionPass"
|
||
|
Tags { "LightMode"="SceneSelectionPass" }
|
||
|
|
||
|
Cull 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 _EMISSION
|
||
|
#define ASE_SRP_VERSION 999999
|
||
|
#define ASE_USING_SAMPLING_MACROS 1
|
||
|
|
||
|
|
||
|
#pragma only_renderers d3d11 glcore gles gles3
|
||
|
#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"
|
||
|
|
||
|
#pragma shader_feature_local_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
half4x4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
int _ObjectId;
|
||
|
int _PassValue;
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float Alpha;
|
||
|
float AlphaClipThreshold;
|
||
|
};
|
||
|
|
||
|
VertexOutput VertexFunction(VertexInput v )
|
||
|
{
|
||
|
VertexOutput o;
|
||
|
ZERO_INITIALIZE(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 );
|
||
|
o.clipPos = TransformWorldToHClip(positionWS);
|
||
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
||
|
|
||
|
#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 = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||
|
return outColor;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ScenePickingPass"
|
||
|
Tags { "LightMode"="Picking" }
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
|
||
|
#define _DISABLE_LIGHTMAPS
|
||
|
#define _EMISSION
|
||
|
#define ASE_SRP_VERSION 999999
|
||
|
#define ASE_USING_SAMPLING_MACROS 1
|
||
|
|
||
|
|
||
|
#pragma only_renderers d3d11 glcore gles gles3
|
||
|
#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"
|
||
|
|
||
|
#pragma shader_feature_local_fragment _BRDFMAP
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PosespaceImpacts.hlsl"
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
half4x4 EllipsoidPosArray[HitMatrixCount];
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Emission;
|
||
|
int _NumberOfHits;
|
||
|
float _CustomCubemap;
|
||
|
float _Refraction;
|
||
|
float _WireScale;
|
||
|
float _Metallic;
|
||
|
float _Smoothness;
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
float4 _SelectionID;
|
||
|
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float Alpha;
|
||
|
float AlphaClipThreshold;
|
||
|
};
|
||
|
|
||
|
VertexOutput VertexFunction(VertexInput v )
|
||
|
{
|
||
|
VertexOutput o;
|
||
|
ZERO_INITIALIZE(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 );
|
||
|
o.clipPos = TransformWorldToHClip(positionWS);
|
||
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
{
|
||
|
return patch[id];
|
||
|
}
|
||
|
|
||
|
[domain("tri")]
|
||
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
||
|
|
||
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
||
|
{
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
||
|
surfaceDescription.Alpha = 1;
|
||
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
||
|
|
||
|
#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
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
||
|
Fallback "Hidden/InternalErrorShader"
|
||
|
|
||
|
}
|
||
|
/*ASEBEGIN
|
||
|
Version=18935
|
||
|
2377;282;1920;719;920.551;1386.058;1;True;True
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||
|
Node;AmplifyShaderEditor.CommentaryNode;26;-831.1582,-1271.949;Inherit;False;1130.562;520.1016;Posspace impacts;8;141;139;137;29;31;146;149;154;;1,1,1,1;0;0
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||
|
Node;AmplifyShaderEditor.CommentaryNode;140;-250.5171,-867.0173;Inherit;False;527.1998;186.4003;Clip;3;144;143;142;;1,1,1,1;0;0
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||
|
Node;AmplifyShaderEditor.SimpleMinOpNode;165;841.048,-143.3738;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.PowerNode;131;-566.3386,-757.3566;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;5;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.OneMinusNode;145;133.857,-646.8608;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.RangedFloatNode;19;-429.9197,844.2775;Inherit;False;Constant;_Float0;Float 0;4;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.Matrix4X4Node;154;-808.881,-1025.135;Inherit;False;Property;EllipsoidPosArray[HitMatrixCount];EllipsoidPosArray;12;0;Create;False;0;0;0;True;0;False;1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1;0;1;FLOAT4x4;0
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||
|
Node;AmplifyShaderEditor.RangedFloatNode;16;-246.9198,844.2775;Inherit;False;Property;_DisplacementAmount;Displacement Amount;5;0;Create;True;0;0;0;False;0;False;0;0.004;0;0;0;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.RangedFloatNode;87;-1090.788,52.81657;Inherit;False;Property;_WireScale;Wire Scale;3;0;Create;True;0;0;0;False;0;False;3;2.3;0;0;0;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;90;-718.9076,-50.80401;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||
|
Node;AmplifyShaderEditor.LerpOp;160;751.3168,-256.9434;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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||
|
Node;AmplifyShaderEditor.TexturePropertyNode;146;80.82147,-1235.564;Inherit;True;Property;_HitRamp;Hit Ramp;10;2;[NoScaleOffset];[SingleLineTexture];Fetch;True;0;0;0;True;0;False;None;76fcc1011f697434db1b4dd61a9f40df;False;black;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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||
|
Node;AmplifyShaderEditor.FloorOpNode;142;-200.5166,-791.617;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.RelayNode;115;362.0261,-524.0076;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;31;-757.2919,-1179.52;Inherit;False;1;-1;3;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||
|
Node;AmplifyShaderEditor.RangedFloatNode;79;669.2932,-745.8077;Inherit;False;Property;_Smoothness;Smoothness;7;0;Create;True;0;0;0;False;0;False;0;0.854;0;1;0;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.RangedFloatNode;68;-1445.744,-547.5814;Inherit;False;Property;_Refraction;Refraction;6;0;Create;True;0;0;0;False;0;False;0.884;0.981;0.5;1;0;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.TexturePropertyNode;135;1397.647,105.2692;Inherit;True;Property;g_tBRDFMap;BRDF map;1;1;[NoScaleOffset];Fetch;False;0;0;0;True;0;False;None;de79bcbe6f99c48da9238822c4300e8f;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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||
|
Node;AmplifyShaderEditor.BlendOpsNode;129;-38.41203,30.29977;Inherit;True;Difference;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;1;False;1;COLOR;0
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||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;123;464.7832,-647.4188;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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||
|
Node;AmplifyShaderEditor.BreakToComponentsNode;138;258.4911,-978.3395;Inherit;False;FLOAT;1;0;FLOAT;0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||
|
Node;AmplifyShaderEditor.WorldNormalVector;35;-1472.088,-1092.346;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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||
|
Node;AmplifyShaderEditor.ToggleSwitchNode;161;-521.785,-316.5437;Inherit;False;Property;_CustomCubemap;Custom Cubemap;14;0;Create;True;0;0;0;False;0;False;1;True;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||
|
Node;AmplifyShaderEditor.ViewDirInputsCoordNode;12;-1462.103,-767.708;Inherit;False;World;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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||
|
Node;AmplifyShaderEditor.IntNode;149;-727.9803,-885.525;Inherit;False;Property;_NumberOfHits;_NumberOfHits;11;1;[HideInInspector];Create;True;0;0;0;True;0;False;0;0;False;0;1;INT;0
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||
|
Node;AmplifyShaderEditor.SwizzleNode;141;-224.691,-986.3836;Inherit;False;FLOAT;0;1;2;3;1;0;FLOAT2;0,0;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.CustomExpressionNode;58;-805.3964,-429.2491;Inherit;False;return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0 , viewDirectionWS, blur*UNITY_SPECCUBE_LOD_STEPS), unity_SpecCube0_HDR)@;3;Create;2;True;viewDirectionWS;FLOAT3;0,0,0;In;;Inherit;False;True;blur;FLOAT;0;In;;Inherit;False;My Custom Expression;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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||
|
Node;AmplifyShaderEditor.RefractOpVec;66;-1090.668,-636.2891;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
||
|
Node;AmplifyShaderEditor.OneMinusNode;143;-56.51789,-793.217;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.NegateNode;70;-1248.481,-668.7733;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||
|
Node;AmplifyShaderEditor.WorldNormalVector;81;-1290.717,-947.2798;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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||
|
Node;AmplifyShaderEditor.DotProductOpNode;13;-1054.969,-801.1615;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.OneMinusNode;166;426.9427,-783.6636;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.TFHCRemapNode;132;-439.6486,-633.1974;Inherit;True;5;0;FLOAT;0;False;1;FLOAT;0.48;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
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||
|
Node;AmplifyShaderEditor.SamplerStateNode;109;-403.2362,-741.7126;Inherit;False;4;1;0;1;-1;None;1;0;SAMPLER2D;;False;1;SAMPLERSTATE;0
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||
|
Node;AmplifyShaderEditor.NormalVertexDataNode;71;-1468.606,-932.2385;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.CustomExpressionNode;29;-400.6082,-1077.482;Half;False;return GetClosestImpactUV( Posespace, EllipsoidPosArray , _NumberOfHits )@;2;Create;1;True;Posespace;FLOAT3;0,0,0;In;;Float;False;PosespaceImpacts_A;False;False;0;7b6b6173356a02044990adfdcb567f25;False;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
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||
|
Node;AmplifyShaderEditor.OneMinusNode;65;-840.4833,-712.3312;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleAddOpNode;24;-938.399,502.4214;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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||
|
Node;AmplifyShaderEditor.OneMinusNode;122;93.36023,-192.3652;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;-864.9715,125.062;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;3;False;1;FLOAT3;0
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||
|
Node;AmplifyShaderEditor.SamplerNode;15;-740.3387,746.6892;Inherit;True;Property;_DisplacementMap;DisplacementMap;4;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SaturateNode;89;-824.1046,-775.8494;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;80;669.2932,-823.8077;Inherit;False;Property;_Metallic;Metallic;8;0;Create;True;0;0;0;False;0;False;0;0.562;0;1;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SamplerNode;7;-492.0483,58.95336;Inherit;True;Property;_WireColor;WireColor;2;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;-1;07e40fb4bdc07784493f741d9447821a;a22f1ecdacadc2b40aeebd97493732ad;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SaturateNode;133;-159.6486,-489.1974;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SamplerNode;8;-502.8986,-120.0093;Inherit;True;Property;_BaseMap;_BaseMap;0;0;Create;True;0;0;0;False;0;False;-1;e298abdcd2d10894fba4930f7890c1fc;76e0dfed0d3b7914983be74f711467f6;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SimpleAddOpNode;21;22.01736,742.7548;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.PosVertexDataNode;20;-205.5099,599.1859;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;78;113.4936,-106.5526;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;5;-1364.524,347.8478;Inherit;False;1;-1;3;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SamplerNode;157;-859.325,-300.5988;Inherit;True;Property;_Cubemap;Cubemap;13;0;Create;True;0;0;0;False;0;False;-1;None;115f13f0a868a454e9cdcee7cf7dba60;True;0;False;white;LockedToCube;False;Object;-1;MipLevel;Cube;8;0;SAMPLERCUBE;;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SimpleMinOpNode;144;124.6821,-817.0174;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
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||
|
WireConnection;17;0;18;0
|
||
|
WireConnection;17;1;16;0
|
||
|
WireConnection;113;0;29;0
|
||
|
WireConnection;9;0;129;0
|
||
|
WireConnection;9;1;78;0
|
||
|
WireConnection;53;0;89;0
|
||
|
WireConnection;139;0;137;0
|
||
|
WireConnection;114;0;9;0
|
||
|
WireConnection;114;1;115;0
|
||
|
WireConnection;114;2;134;0
|
||
|
WireConnection;137;0;29;0
|
||
|
WireConnection;116;0;123;0
|
||
|
WireConnection;116;1;160;0
|
||
|
WireConnection;85;0;53;0
|
||
|
WireConnection;14;0;89;0
|
||
|
WireConnection;14;1;89;0
|
||
|
WireConnection;14;2;8;0
|
||
|
WireConnection;100;0;14;0
|
||
|
WireConnection;100;2;116;0
|
||
|
WireConnection;100;3;80;0
|
||
|
WireConnection;100;4;79;0
|
||
|
WireConnection;100;5;115;0
|
||
|
ASEEND*/
|
||
|
//CHKSM=B89AE597CED47D4D90D5FDEE67FCFACD2DDB7E0B
|