2573 lines
100 KiB
Text
2573 lines
100 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/Anime"
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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("Base Map", 2D) = "white" {}
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[NoScaleOffset]g_tBRDFMap("BRDF map", 2D) = "white" {}
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[HideInInspector][Toggle(_BRDFMAP)] BRDFMAP1("Enable BRDF map", Float) = 1
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[HideInInspector][Toggle(ANIME)] ANIME("ANIME", Float) = 1
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[NoScaleOffset][SingleLineTexture]_MetallicGlossMap("MAS", 2D) = "white" {}
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[HDR]_OutlineColor("Outline Color", Color) = (0.5,0.5,0.5,0)
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_BumpMap("Bump Map", 2D) = "bump" {}
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_Color("Color", Color) = (1,1,1,1)
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_OutlineSize("Outline Size", Float) = 5
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[ASEEnd]_OutlineClamp("Outline Clamp", Float) = 10
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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 4.0
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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 _NORMALMAP 1
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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 ANIME
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#pragma shader_feature_local _BRDFMAP
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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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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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float4 _BaseMap_ST;
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float4 _Color;
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float4 _OutlineColor;
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float4 _BumpMap_ST;
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float _OutlineSize;
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float _OutlineClamp;
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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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TEXTURE2D(_BumpMap);
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SAMPLER(sampler_BumpMap);
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TEXTURE2D(_MetallicGlossMap);
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SAMPLER(sampler_MetallicGlossMap);
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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.xy = v.texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord8.zw = 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);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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o.clipPos = positionCS;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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o.screenPos = ComputeScreenPos(positionCS);
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#endif
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return o;
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}
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#if defined(TESSELLATION_ON)
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struct VertexControl
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{
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float4 vertex : INTERNALTESSPOS;
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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
|
||
|
};
|
||
|
|
||
|
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 );
|
||
|
|
||
|
float2 uv_BaseMap = IN.ase_texcoord8.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||
|
float4 temp_output_109_0_g2 = round( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) );
|
||
|
float dotResult19 = dot( WorldNormal , WorldViewDirection );
|
||
|
float4 lerpResult22 = lerp( ( ( temp_output_109_0_g2 * ( 1.0 - ( ( 1.0 - ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ) * ( 1.0 - _OutlineColor ) * 2.0 ) ) ) + ( ( 1.0 - temp_output_109_0_g2 ) * ( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) * _OutlineColor * 2.0 ) ) ) , ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) , saturate( ( pow( dotResult19 , _OutlineSize ) * _OutlineClamp ) ));
|
||
|
|
||
|
float2 uv_BumpMap = IN.ase_texcoord8.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
||
|
|
||
|
float2 uv_MetallicGlossMap56 = IN.ase_texcoord8.xy;
|
||
|
float4 tex2DNode56 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, uv_MetallicGlossMap56 );
|
||
|
|
||
|
float3 Albedo = lerpResult22.rgb;
|
||
|
float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f );
|
||
|
float3 Emission = 0;
|
||
|
#if 0
|
||
|
float3 BakedEmission = 0;
|
||
|
#endif
|
||
|
float3 Specular = 0.5;
|
||
|
float Metallic = tex2DNode56.r;
|
||
|
float Smoothness = tex2DNode56.b;
|
||
|
float Occlusion = tex2DNode56.g;
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
float3 BakedGI = 0;
|
||
|
float3 RefractionColor = 1;
|
||
|
float RefractionIndex = 1;
|
||
|
float3 Transmission = 1;
|
||
|
float3 Translucency = 1;
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = 0;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _CLEARCOAT
|
||
|
float CoatMask = 0;
|
||
|
float CoatSmoothness = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_FLUORESCENCE)
|
||
|
float4 Fluorescence = 0;
|
||
|
float4 Absorbance = 0;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
InputData inputData = (InputData)0;
|
||
|
inputData.positionWS = WorldPosition;
|
||
|
inputData.viewDirectionWS = WorldViewDirection;
|
||
|
|
||
|
|
||
|
#ifdef _NORMALMAP
|
||
|
#if _NORMAL_DROPOFF_TS
|
||
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
||
|
#elif _NORMAL_DROPOFF_OS
|
||
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
#elif _NORMAL_DROPOFF_WS
|
||
|
inputData.normalWS = Normal;
|
||
|
#endif
|
||
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
#else
|
||
|
inputData.normalWS = WorldNormal;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
inputData.shadowCoord = ShadowCoords;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
||
|
#else
|
||
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
||
|
#endif
|
||
|
|
||
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzww; //TODO: Shuffle things in vertex streams so we get full RGBA color rather than RGBB here
|
||
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
||
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
||
|
#else
|
||
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
||
|
#endif
|
||
|
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
||
|
#ifdef LIGHTMAP_ON
|
||
|
float4 encodedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xyz, IN.dynamicLightmapUV.xy, IN.vertexSH, inputData.normalWS, Smoothness, WorldViewDirection);
|
||
|
inputData.bakedGI = encodedGI.rgb;
|
||
|
float BakedSpecular = encodedGI.w;
|
||
|
|
||
|
#else
|
||
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, IN.vertexSH , inputData.normalWS);
|
||
|
#endif
|
||
|
|
||
|
#else
|
||
|
#ifdef LIGHTMAP_ON
|
||
|
float4 encodedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS, Smoothness, WorldViewDirection);
|
||
|
inputData.bakedGI = encodedGI.rgb;
|
||
|
float BakedSpecular = encodedGI.w;
|
||
|
|
||
|
#else
|
||
|
inputData.bakedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS, Smoothness, WorldViewDirection);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef _ASE_BAKEDGI
|
||
|
inputData.bakedGI = BakedGI;
|
||
|
#endif
|
||
|
|
||
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
||
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
||
|
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
||
|
#endif
|
||
|
|
||
|
#if defined(LIGHTMAP_ON)
|
||
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
||
|
#else
|
||
|
inputData.vertexSH = SH;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
SurfaceData surfaceData;
|
||
|
surfaceData.albedo = Albedo;
|
||
|
surfaceData.metallic = saturate(Metallic);
|
||
|
surfaceData.specular = Specular;
|
||
|
surfaceData.smoothness = saturate(Smoothness),
|
||
|
surfaceData.occlusion = Occlusion,
|
||
|
surfaceData.emission = Emission,
|
||
|
surfaceData.alpha = saturate(Alpha);
|
||
|
surfaceData.normalTS = Normal;
|
||
|
surfaceData.clearCoatMask = 0;
|
||
|
surfaceData.clearCoatSmoothness = 1;
|
||
|
|
||
|
#ifdef _CLEARCOAT
|
||
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
||
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
||
|
#endif
|
||
|
#if defined(_FLUORESCENCE)
|
||
|
surfaceData.fluorescence = Fluorescence;
|
||
|
surfaceData.absorbance = Absorbance;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DBUFFER
|
||
|
ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData);
|
||
|
#endif
|
||
|
|
||
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
||
|
|
||
|
#ifdef LIGHTMAP_ON
|
||
|
float3 MetalSpec = lerp(kDieletricSpec.rgb, surfaceData.albedo , surfaceData.metallic);
|
||
|
color.rgb += BakedSpecular * surfaceData.occlusion * MetalSpec * inputData.bakedGI.rgb;
|
||
|
#endif
|
||
|
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
{
|
||
|
float shadow = _TransmissionShadow;
|
||
|
|
||
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
||
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
||
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
||
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
||
|
color.rgb += Albedo * mainTransmission;
|
||
|
|
||
|
#ifdef _ADDITIONAL_LIGHTS
|
||
|
int transPixelLightCount = GetAdditionalLightsCount();
|
||
|
for (int i = 0; i < transPixelLightCount; ++i)
|
||
|
{
|
||
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
||
|
float3 atten = light.color * light.distanceAttenuation;
|
||
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
||
|
|
||
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
||
|
color.rgb += Albedo * transmission;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
{
|
||
|
float shadow = _TransShadow;
|
||
|
float normal = _TransNormal;
|
||
|
float scattering = _TransScattering;
|
||
|
float direct = _TransDirect;
|
||
|
float ambient = _TransAmbient;
|
||
|
float strength = _TransStrength;
|
||
|
|
||
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
||
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
||
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
||
|
|
||
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
||
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
||
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
||
|
color.rgb += Albedo * mainTranslucency * strength;
|
||
|
|
||
|
#ifdef _ADDITIONAL_LIGHTS
|
||
|
int transPixelLightCount = GetAdditionalLightsCount();
|
||
|
for (int i = 0; i < transPixelLightCount; ++i)
|
||
|
{
|
||
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
||
|
float3 atten = light.color * light.distanceAttenuation;
|
||
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
||
|
|
||
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
||
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
||
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
||
|
color.rgb += Albedo * translucency * strength;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef _REFRACTION_ASE
|
||
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
||
|
projScreenPos.xy += refractionOffset.xy;
|
||
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
||
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
||
|
color.a = 1;
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
||
|
color.rgb *= color.a;
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
||
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
||
|
#else
|
||
|
color.rgb = MixFog(color.rgb, -inputData.viewDirectionWS, IN.fogFactorAndVertexLight.x);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
color = Volumetrics( color, inputData.positionWS);
|
||
|
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ShadowCaster"
|
||
|
Tags { "LightMode"="ShadowCaster" }
|
||
|
|
||
|
ZWrite On
|
||
|
ZTest LEqual
|
||
|
AlphaToMask Off
|
||
|
ColorMask 0
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
|
||
|
#define _DISABLE_LIGHTMAPS
|
||
|
#define _NORMALMAP 1
|
||
|
#define ASE_SRP_VERSION 999999
|
||
|
#define ASE_USING_SAMPLING_MACROS 1
|
||
|
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl"
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
#pragma shader_feature_local ANIME
|
||
|
#pragma shader_feature_local _BRDFMAP
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Color;
|
||
|
float4 _OutlineColor;
|
||
|
float4 _BumpMap_ST;
|
||
|
float _OutlineSize;
|
||
|
float _OutlineClamp;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
|
||
|
float3 _LightDirection;
|
||
|
float3 _LightPosition;
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
|
||
|
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
||
|
|
||
|
|
||
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
||
|
#else
|
||
|
float3 lightDirectionWS = _LightDirection;
|
||
|
#endif
|
||
|
float2 vShadowOffsets = GetShadowOffsets( normalWS, lightDirectionWS );
|
||
|
positionWS.xyz -= vShadowOffsets.y * lightDirectionWS.xyz * .01;
|
||
|
float4 clipPos = TransformObjectToHClip( float4( mul( unity_WorldToObject, float4( positionWS.xyz, 1.0 ) ).xyz, 1.0 ) );
|
||
|
//float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
||
|
|
||
|
#if UNITY_REVERSED_Z
|
||
|
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
#else
|
||
|
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
#endif
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = clipPos;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
o.clipPos = clipPos;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<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 _NORMALMAP 1
|
||
|
#define ASE_SRP_VERSION 999999
|
||
|
#define ASE_USING_SAMPLING_MACROS 1
|
||
|
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl"
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
#pragma shader_feature_local ANIME
|
||
|
#pragma shader_feature_local _BRDFMAP
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Color;
|
||
|
float4 _OutlineColor;
|
||
|
float4 _BumpMap_ST;
|
||
|
float _OutlineSize;
|
||
|
float _OutlineClamp;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
o.clipPos = positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<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
|
||
|
}
|
||
|
|
||
|
/*ase_pass*/
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "Universal2D"
|
||
|
Tags{"LightMode" = "Universal2D"}
|
||
|
|
||
|
Blend One Zero
|
||
|
ColorMask RGBA
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
/*ase_pragma_before*/
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_2D
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
/*ase_pragma*/
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
/*ase_vdata:p=p;n=n*/
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
/*ase_srp_batcher*/
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
/*ase_globals*/
|
||
|
|
||
|
/*ase_funcs*/
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v /*ase_vert_input*/ )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID( v );
|
||
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||
|
|
||
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
||
|
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_Normal*/v.ase_normal/*end*/;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.clipPos = positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
/*ase_vcontrol*/
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<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;
|
||
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID( IN );
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.worldPos;
|
||
|
#endif
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
/*ase_frag_code:IN=VertexOutput*/
|
||
|
|
||
|
float3 Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3(0.5, 0.5, 0.5)/*end*/;
|
||
|
float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
|
||
|
float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClip*/0.5/*end*/;
|
||
|
|
||
|
half4 color = half4( Albedo, Alpha );
|
||
|
|
||
|
#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "DepthNormals"
|
||
|
Tags { "LightMode"="DepthNormals" }
|
||
|
|
||
|
ZWrite On
|
||
|
Blend One Zero
|
||
|
ZTest LEqual
|
||
|
ZWrite On
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
#pragma multi_compile_fog
|
||
|
#define ASE_FOG 1
|
||
|
#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
|
||
|
#define _DISABLE_LIGHTMAPS
|
||
|
#define _NORMALMAP 1
|
||
|
#define ASE_SRP_VERSION 999999
|
||
|
#define ASE_USING_SAMPLING_MACROS 1
|
||
|
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
||
|
#pragma shader_feature_local ANIME
|
||
|
#pragma shader_feature_local _BRDFMAP
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 worldPos : TEXCOORD0;
|
||
|
#endif
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
float4 shadowCoord : TEXCOORD1;
|
||
|
#endif
|
||
|
float3 worldNormal : TEXCOORD2;
|
||
|
float4 worldTangent : TEXCOORD3;
|
||
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Color;
|
||
|
float4 _OutlineColor;
|
||
|
float4 _BumpMap_ST;
|
||
|
float _OutlineSize;
|
||
|
float _OutlineClamp;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
TEXTURE2D(_BumpMap);
|
||
|
SAMPLER(sampler_BumpMap);
|
||
|
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
o.ase_texcoord4.xy = v.ase_texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord4.zw = 0;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
|
||
|
float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w);
|
||
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
o.worldPos = positionWS;
|
||
|
#endif
|
||
|
|
||
|
o.worldNormal = normalWS;
|
||
|
o.worldTangent = tangentWS;
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
o.clipPos = positionCS;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
o.ase_tangent = v.ase_tangent;
|
||
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
||
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
#else
|
||
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
#endif
|
||
|
half4 frag( VertexOutput IN
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
#endif
|
||
|
) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
||
|
float3 WorldPosition = IN.worldPos;
|
||
|
#endif
|
||
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
||
|
|
||
|
float3 WorldNormal = IN.worldNormal;
|
||
|
float4 WorldTangent = IN.worldTangent;
|
||
|
|
||
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
ShadowCoords = IN.shadowCoord;
|
||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
float2 uv_BumpMap = IN.ase_texcoord4.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
||
|
|
||
|
float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f );
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
#ifdef LOD_FADE_CROSSFADE
|
||
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_GBUFFER_NORMALS_OCT)
|
||
|
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
|
||
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
||
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
||
|
return half4(packedNormalWS, 0.0);
|
||
|
#else
|
||
|
|
||
|
#if defined(_NORMALMAP)
|
||
|
#if _NORMAL_DROPOFF_TS
|
||
|
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
||
|
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
|
||
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
|
||
|
#elif _NORMAL_DROPOFF_OS
|
||
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
#elif _NORMAL_DROPOFF_WS
|
||
|
float3 normalWS = Normal;
|
||
|
#endif
|
||
|
#else
|
||
|
float3 normalWS = WorldNormal;
|
||
|
#endif
|
||
|
|
||
|
return half4(EncodeWSNormalForNormalsTex(NormalizeNormalPerPixel(normalWS)), 0.0);
|
||
|
#endif
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "GBuffer"
|
||
|
Tags { "LightMode"="UniversalGBuffer" }
|
||
|
|
||
|
Blend One Zero, One Zero
|
||
|
ColorMask RGBA
|
||
|
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#define _NORMAL_DROPOFF_TS 1#pragma multi_compile_fog#define ASE_FOG 1#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED#define _DISABLE_LIGHTMAPS#define _NORMALMAP 1#define ASE_SRP_VERSION 999999#define ASE_USING_SAMPLING_MACROS 1
|
||
|
#if FALSE
|
||
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
|
||
|
//_MAIN_LIGHT_SHADOWS_SCREEN
|
||
|
|
||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||
|
|
||
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
||
|
//#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||
|
#pragma multi_compile _ _GBUFFER_NORMALS_OCT
|
||
|
//#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||
|
#pragma multi_compile _ _RENDER_PASS_ENABLED
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#define SHADERPASS SHADERPASS_GBUFFER
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
||
|
|
||
|
|
||
|
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
|
||
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
#endif
|
||
|
|
||
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
#pragma shader_feature_local ANIME
|
||
|
#pragma shader_feature_local _BRDFMAP
|
||
|
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
float4 texcoord : TEXCOORD0;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
float4 lightmapUVOrVertexSH : TEXCOORD0;
|
||
|
half4 fogFactorAndVertexLight : TEXCOORD1;
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
float4 shadowCoord : TEXCOORD2;
|
||
|
#endif
|
||
|
float4 tSpace0 : TEXCOORD3;
|
||
|
float4 tSpace1 : TEXCOORD4;
|
||
|
float4 tSpace2 : TEXCOORD5;
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
float4 screenPos : TEXCOORD6;
|
||
|
#endif
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
float2 dynamicLightmapUV : TEXCOORD7;
|
||
|
#endif
|
||
|
float4 ase_texcoord8 : TEXCOORD8;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
float4 _BaseMap_ST;
|
||
|
float4 _Color;
|
||
|
float4 _OutlineColor;
|
||
|
float4 _BumpMap_ST;
|
||
|
float _OutlineSize;
|
||
|
float _OutlineClamp;
|
||
|
#ifdef _TRANSMISSION_ASE
|
||
|
float _TransmissionShadow;
|
||
|
#endif
|
||
|
#ifdef _TRANSLUCENCY_ASE
|
||
|
float _TransStrength;
|
||
|
float _TransNormal;
|
||
|
float _TransScattering;
|
||
|
float _TransDirect;
|
||
|
float _TransAmbient;
|
||
|
float _TransShadow;
|
||
|
#endif
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
TEXTURE2D(_BaseMap);
|
||
|
SAMPLER(sampler_BaseMap);
|
||
|
TEXTURE2D(_BumpMap);
|
||
|
SAMPLER(sampler_BumpMap);
|
||
|
TEXTURE2D(_MetallicGlossMap);
|
||
|
SAMPLER(sampler_MetallicGlossMap);
|
||
|
|
||
|
|
||
|
|
||
|
VertexOutput VertexFunction( VertexInput v )
|
||
|
{
|
||
|
VertexOutput o = (VertexOutput)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
o.ase_texcoord8.xy = v.texcoord.xy;
|
||
|
|
||
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
o.ase_texcoord8.zw = 0;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = defaultVertexValue;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
v.ase_normal = v.ase_normal;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
float3 positionVS = TransformWorldToView( positionWS );
|
||
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
||
|
|
||
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
||
|
|
||
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
||
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
||
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
||
|
|
||
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
#endif
|
||
|
|
||
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
||
|
|
||
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
||
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
||
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
#endif
|
||
|
|
||
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
||
|
#ifdef ASE_FOG
|
||
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
||
|
#else
|
||
|
half fogFactor = 0;
|
||
|
#endif
|
||
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||
|
|
||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
||
|
vertexInput.positionWS = positionWS;
|
||
|
vertexInput.positionCS = positionCS;
|
||
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
||
|
#endif
|
||
|
|
||
|
o.clipPos = positionCS;
|
||
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
||
|
o.screenPos = ComputeScreenPos(positionCS);
|
||
|
#endif
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
float4 ase_tangent : TANGENT;
|
||
|
float4 texcoord : TEXCOORD0;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
o.ase_tangent = v.ase_tangent;
|
||
|
o.texcoord = v.texcoord;
|
||
|
o.texcoord1 = v.texcoord1;
|
||
|
o.texcoord2 = v.texcoord2;
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<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 );
|
||
|
|
||
|
float2 uv_BaseMap = IN.ase_texcoord8.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||
|
float4 temp_output_109_0_g2 = round( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) );
|
||
|
float dotResult19 = dot( WorldNormal , WorldViewDirection );
|
||
|
float4 lerpResult22 = lerp( ( ( temp_output_109_0_g2 * ( 1.0 - ( ( 1.0 - ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ) * ( 1.0 - _OutlineColor ) * 2.0 ) ) ) + ( ( 1.0 - temp_output_109_0_g2 ) * ( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) * _OutlineColor * 2.0 ) ) ) , ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) , saturate( ( pow( dotResult19 , _OutlineSize ) * _OutlineClamp ) ));
|
||
|
|
||
|
float2 uv_BumpMap = IN.ase_texcoord8.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
||
|
|
||
|
float2 uv_MetallicGlossMap56 = IN.ase_texcoord8.xy;
|
||
|
float4 tex2DNode56 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, uv_MetallicGlossMap56 );
|
||
|
|
||
|
float3 Albedo = lerpResult22.rgb;
|
||
|
float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f );
|
||
|
float3 Emission = 0;
|
||
|
float3 Specular = 0.5;
|
||
|
float Metallic = tex2DNode56.r;
|
||
|
float Smoothness = tex2DNode56.b;
|
||
|
float Occlusion = tex2DNode56.g;
|
||
|
float Alpha = 1;
|
||
|
float AlphaClipThreshold = 0.5;
|
||
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
float3 BakedGI = 0;
|
||
|
float3 RefractionColor = 1;
|
||
|
float RefractionIndex = 1;
|
||
|
float3 Transmission = 1;
|
||
|
float3 Translucency = 1;
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
float DepthValue = 0;
|
||
|
#endif
|
||
|
|
||
|
#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
|
||
|
clip(Alpha - AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
InputData inputData = (InputData)0;
|
||
|
inputData.positionWS = WorldPosition;
|
||
|
inputData.positionCS = IN.clipPos;
|
||
|
inputData.shadowCoord = ShadowCoords;
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef _NORMALMAP
|
||
|
#if _NORMAL_DROPOFF_TS
|
||
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
||
|
#elif _NORMAL_DROPOFF_OS
|
||
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
#elif _NORMAL_DROPOFF_WS
|
||
|
inputData.normalWS = Normal;
|
||
|
#endif
|
||
|
#else
|
||
|
inputData.normalWS = WorldNormal;
|
||
|
#endif
|
||
|
|
||
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
inputData.fogCoord = InitializeInputDataFog(float4(WorldPosition, 1.0), IN.fogFactorAndVertexLight.x);
|
||
|
#endif
|
||
|
|
||
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
||
|
|
||
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
||
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
||
|
#else
|
||
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
#ifdef _ASE_BAKEDGI
|
||
|
inputData.bakedGI = BakedGI;
|
||
|
#else
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
||
|
#else
|
||
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
|
||
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
||
|
|
||
|
#if defined(DEBUG_DISPLAY)
|
||
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
||
|
#endif
|
||
|
#if defined(LIGHTMAP_ON)
|
||
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
||
|
#else
|
||
|
inputData.vertexSH = SH;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef _DBUFFER
|
||
|
ApplyDecal(IN.clipPos,
|
||
|
Albedo,
|
||
|
Specular,
|
||
|
inputData.normalWS,
|
||
|
Metallic,
|
||
|
Occlusion,
|
||
|
Smoothness);
|
||
|
#endif
|
||
|
|
||
|
BRDFData brdfData;
|
||
|
InitializeBRDFData
|
||
|
(Albedo, Metallic, Specular, Smoothness, Alpha, brdfData);
|
||
|
|
||
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
||
|
half4 color;
|
||
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
||
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
||
|
color.a = Alpha;
|
||
|
|
||
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
||
|
color.rgb *= color.a;
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_FOG
|
||
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
||
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
||
|
#else
|
||
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef ASE_DEPTH_WRITE_ON
|
||
|
outputDepth = DepthValue;
|
||
|
#endif
|
||
|
|
||
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
|
||
|
}
|
||
|
#endif
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
|
||
|
/*ase_pass*/
|
||
|
Pass
|
||
|
{
|
||
|
|
||
|
Name "ScenePickingPass"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "Picking"
|
||
|
}
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
|
||
|
/*ase_pragma_before*/
|
||
|
|
||
|
#pragma only_renderers gles gles3 glcore d3d11
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
|
||
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
||
|
/*ase_pragma*/
|
||
|
|
||
|
struct VertexInput
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
/*ase_vdata:p=p;n=n*/
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct VertexOutput
|
||
|
{
|
||
|
float4 clipPos : SV_POSITION;
|
||
|
/*ase_interp(0,):sp=sp*/
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
CBUFFER_START(UnityPerMaterial)
|
||
|
/*ase_srp_batcher*/
|
||
|
#ifdef TESSELLATION_ON
|
||
|
float _TessPhongStrength;
|
||
|
float _TessValue;
|
||
|
float _TessMin;
|
||
|
float _TessMax;
|
||
|
float _TessEdgeLength;
|
||
|
float _TessMaxDisp;
|
||
|
#endif
|
||
|
CBUFFER_END
|
||
|
|
||
|
/*ase_globals*/
|
||
|
|
||
|
/*ase_funcs*/
|
||
|
|
||
|
|
||
|
float4 _SelectionID;
|
||
|
|
||
|
|
||
|
struct SurfaceDescription
|
||
|
{
|
||
|
float Alpha;
|
||
|
float AlphaClipThreshold;
|
||
|
};
|
||
|
|
||
|
VertexOutput VertexFunction(VertexInput v /*ase_vert_input*/ )
|
||
|
{
|
||
|
VertexOutput o;
|
||
|
ZERO_INITIALIZE(VertexOutput, o);
|
||
|
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
|
||
|
|
||
|
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
#else
|
||
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
#endif
|
||
|
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
|
||
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
v.vertex.xyz = vertexValue;
|
||
|
#else
|
||
|
v.vertex.xyz += vertexValue;
|
||
|
#endif
|
||
|
v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/v.ase_normal/*end*/;
|
||
|
|
||
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
||
|
o.clipPos = TransformWorldToHClip(positionWS);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
#if defined(TESSELLATION_ON)
|
||
|
struct VertexControl
|
||
|
{
|
||
|
float4 vertex : INTERNALTESSPOS;
|
||
|
float3 ase_normal : NORMAL;
|
||
|
/*ase_vcontrol*/
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct TessellationFactors
|
||
|
{
|
||
|
float edge[3] : SV_TessFactor;
|
||
|
float inside : SV_InsideTessFactor;
|
||
|
};
|
||
|
|
||
|
VertexControl vert ( VertexInput v )
|
||
|
{
|
||
|
VertexControl o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||
|
o.vertex = v.vertex;
|
||
|
o.ase_normal = v.ase_normal;
|
||
|
/*ase_control_code:v=VertexInput;o=VertexControl*/
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
TessellationFactors TessellationFunction (InputPatch<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;
|
||
|
/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
|
||
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
float3 pp[3];
|
||
|
for (int i = 0; i < 3; ++i)
|
||
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
||
|
float phongStrength = _TessPhongStrength;
|
||
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
||
|
#endif
|
||
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
||
|
return VertexFunction(o);
|
||
|
}
|
||
|
#else
|
||
|
VertexOutput vert ( VertexInput v )
|
||
|
{
|
||
|
return VertexFunction( v );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET
|
||
|
{
|
||
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
/*ase_frag_code:IN=VertexOutput*/
|
||
|
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
|
||
|
surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/;
|
||
|
|
||
|
|
||
|
#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
|
||
|
float alphaClipThreshold = 0.01f;
|
||
|
#if ALPHA_CLIP_THRESHOLD
|
||
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
#endif
|
||
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
half4 outColor = 0;
|
||
|
outColor = _SelectionID;
|
||
|
|
||
|
return outColor;
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
||
|
Fallback "Hidden/InternalErrorShader"
|
||
|
|
||
|
}
|
||
|
/*ASEBEGIN
|
||
|
Version=18935
|
||
|
282;389;1538;967;-251.4649;56.78186;1;True;True
|
||
|
Node;AmplifyShaderEditor.WorldNormalVector;20;-1178.038,-800.0544;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
Node;AmplifyShaderEditor.ViewDirInputsCoordNode;21;-1164.038,-646.0543;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
Node;AmplifyShaderEditor.SamplerNode;12;-626,-130.5;Inherit;True;Property;_BaseMap;Base Map;0;0;Create;True;0;0;0;False;0;False;-1;None;1b0370b3c9a51e344837a960d4e98216;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.DotProductOpNode;19;-948.3429,-690.2742;Inherit;True;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.ColorNode;58;-535.4602,65.32556;Inherit;False;Property;_Color;Color;7;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;64;-881.8295,-829.9539;Inherit;False;Property;_OutlineSize;Outline Size;8;0;Create;True;0;0;0;False;0;False;5;5;0;0;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;57;-277.4602,-118.6744;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.RangedFloatNode;65;-894.0175,-923.028;Inherit;False;Property;_OutlineClamp;Outline Clamp;9;0;Create;True;0;0;0;False;0;False;10;10;0;0;0;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.PowerNode;61;-722.274,-842.1419;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;3.46;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.ColorNode;23;-202.9191,-515.0224;Inherit;False;Property;_OutlineColor;Outline Color;5;1;[HDR];Create;True;0;0;0;False;0;False;0.5,0.5,0.5,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;62;-571.5825,-833.2779;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.RelayNode;31;-117.7546,-132.4103;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.SaturateNode;63;-390.9748,-808.9012;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.FunctionNode;26;65.0983,-395.4177;Inherit;True;Overlay Blend;-1;;2;3987f7f74cd16f24eab3a89e587abb46;0;2;1;COLOR;1,1,1,1;False;2;COLOR;0.5,0.5,0.5,0.5019608;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.SamplerNode;56;803.6033,-89.51141;Inherit;True;Property;_MetallicGlossMap;MAS;4;2;[NoScaleOffset];[SingleLineTexture];Create;False;0;0;0;False;0;False;-1;None;bf9e26486b4e6724cbf6c1b8d641c6f3;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.OneMinusNode;42;177.5196,-14.34025;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.TexturePropertyNode;32;788.3314,473.3041;Inherit;True;Property;g_tBRDFMap;BRDF map;1;1;[NoScaleOffset];Fetch;False;0;0;0;True;0;False;a3bdd83838d6c4b40aafefcae6402faf;6dc78741d54741a4c90a0fb74bd75f20;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||
|
Node;AmplifyShaderEditor.SamplerNode;39;364.7328,87.02249;Inherit;True;Property;_BumpMap;Bump Map;6;0;Create;True;0;0;0;False;0;False;-1;None;d840231ec2f3db34a802f4b2d03b1ce9;True;0;True;bump;Auto;True;Object;-1;MipBias;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;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
Node;AmplifyShaderEditor.StaticSwitch;66;1090.453,366.7114;Inherit;False;Property;ANIME;ANIME;3;0;Create;False;0;0;0;True;1;HideInInspector;False;0;1;1;True;ANIME;Toggle;2;Key0;Key1;Create;True;False;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.LerpOp;22;411.7003,-254;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||
|
Node;AmplifyShaderEditor.StaticSwitch;36;786.2081,367.3107;Inherit;False;Property;BRDFMAP1;Enable BRDF map;2;0;Create;False;0;0;0;True;1;HideInInspector;False;0;1;1;True;_BRDFMAP;Toggle;2;Key0;Key1;Create;True;False;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;43;204.8196,107.8598;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;5;False;1;FLOAT;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;6;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;5;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,-154.2;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||
|
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;7;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=DepthNormals;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;1103.537,-158.6321;Half;False;True;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;SLZ/Anime;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;23;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;True;1;False;-1;True;3;False;-1;True;False;-1;False;-1;-1;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;4;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;48;Workflow;1;0;Surface;0;637847984488696701; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Fragment Normal Space,InvertActionOnDeselection;0;0;Transmission;0;0; Transmission Shadow;0.5,False,-1;0;Translucency;0;0; Translucency Strength;1,False,-1;0; Normal Distortion;0.5,False,-1;0; Scattering;2,False,-1;0; Direct;0.9,False,-1;0; Ambient;0.1,False,-1;0; Shadow;0.5,False,-1;0;Cast Shadows;1;637849008675289663; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;0;637848059191800682;LOD CrossFade;0;637847983780200660;Built-in Fog;1;0;Lightmaps;0;637956961665508411;Volumetrics;1;0;Decals;0;637849004488270298;Screen Space Occlusion;1;0;Reflection Probe Blend/Projection;1;0;Light Layers;0;637849004259350588;_FinalColorxAlpha;0;637848253284931523;Meta Pass;0;637956962340762388;GBuffer Pass;0;0;Override Baked GI;0;0;Extra Pre Pass;0;0;DOTS Instancing;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,-1;0; Type;0;0; Tess;16,False,-1;0; Min;10,False,-1;0; Max;25,False,-1;0; Edge Length;16,False,-1;0; Max Displacement;25,False,-1;0;Write Depth;0;637848252840677912; Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;Debug Display;0;0;Clear Coat;0;0;Fluorescence;0;0;0;10;False;True;True;True;False;False;True;True;False;False;False;;True;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;8;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;1;LightMode=UniversalGBuffer;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;10;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;True;4;d3d11;glcore;gles;gles3;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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WireConnection;19;0;20;0
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WireConnection;19;1;21;0
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WireConnection;57;0;12;0
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WireConnection;57;1;58;0
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WireConnection;61;0;19;0
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WireConnection;61;1;64;0
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WireConnection;62;0;61;0
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WireConnection;62;1;65;0
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WireConnection;31;0;57;0
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WireConnection;63;0;62;0
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WireConnection;26;1;31;0
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WireConnection;26;2;23;0
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WireConnection;42;0;19;0
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WireConnection;22;0;26;0
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WireConnection;22;1;31;0
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WireConnection;22;2;63;0
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WireConnection;43;0;42;0
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WireConnection;2;0;22;0
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WireConnection;2;1;39;0
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WireConnection;2;3;56;1
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WireConnection;2;4;56;3
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WireConnection;2;5;56;2
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ASEEND*/
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//CHKSM=314A70616A5EB7D01FEF6EC6C063946CE320E6E3
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