/*-----------------------------------------------------------------------------------------------------* *-----------------------------------------------------------------------------------------------------* * WARNING: THIS FILE WAS CREATED WITH SHADERINJECTOR, AND SHOULD NOT BE EDITED DIRECTLY. MODIFY THE * * BASE INCLUDE AND INJECTED FILES INSTEAD, AND REGENERATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * *-----------------------------------------------------------------------------------------------------* *-----------------------------------------------------------------------------------------------------*/ #define SHADERPASS SHADERPASS_META #define PASS_META #if defined(SHADER_API_MOBILE) #else #endif //#pragma shader_feature _ EDITOR_VISUALIZATION #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // Begin Injection INCLUDES from Injection_AudioLink.hlsl ---------------------------------------------------------- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AudioLink/Shaders/AudioLink.cginc" // End Injection INCLUDES from Injection_AudioLink.hlsl ---------------------------------------------------------- TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); // Begin Injection UNIFORMS from Injection_Emission_Meta.hlsl ---------------------------------------------------------- TEXTURE2D(_EmissionMap); // End Injection UNIFORMS from Injection_Emission_Meta.hlsl ---------------------------------------------------------- // Begin Injection UNIFORMS from Injection_AudioLink.hlsl ---------------------------------------------------------- TEXTURE2D(_AudioLinkMap); SAMPLER(sampler_AudioLinkMap); TEXTURE2D(_AudioLinkNoise); SAMPLER(sampler_AudioLinkNoise); // End Injection UNIFORMS from Injection_AudioLink.hlsl ---------------------------------------------------------- CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; half4 _BaseColor; // Begin Injection MATERIAL_CBUFFER from Injection_NormalMap_CBuffer.hlsl ---------------------------------------------------------- float4 _DetailMap_ST; half _Details; half _Normals; // End Injection MATERIAL_CBUFFER from Injection_NormalMap_CBuffer.hlsl ---------------------------------------------------------- // Begin Injection MATERIAL_CBUFFER from Injection_AudioLink.hlsl ---------------------------------------------------------- half _AudioInputBoost; half _SmoothstepBlend; half _AudioLinkBaseBlend; half4 _LowsColor; half4 _MidsColor; half4 _HighsColor; // End Injection MATERIAL_CBUFFER from Injection_AudioLink.hlsl ---------------------------------------------------------- // Begin Injection MATERIAL_CBUFFER from Injection_Emission_CBuffer.hlsl ---------------------------------------------------------- half _Emission; half4 _EmissionColor; half _EmissionFalloff; half _BakedMutiplier; // End Injection MATERIAL_CBUFFER from Injection_Emission_CBuffer.hlsl ---------------------------------------------------------- int _Surface; CBUFFER_END struct appdata { float4 vertex : POSITION; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; // Begin Injection VERTEX_IN from Injection_ALNormMeta.hlsl ---------------------------------------------------------- half3 normal : NORMAL; half4 tangent : TANGENT; // End Injection VERTEX_IN from Injection_ALNormMeta.hlsl ---------------------------------------------------------- UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD1; float4 LightCoord : TEXCOORD2; #endif // Begin Injection INTERPOLATORS from Injection_ALNormMeta.hlsl ---------------------------------------------------------- half2x3 TStoWS : TEXCOORD3; // End Injection INTERPOLATORS from Injection_ALNormMeta.hlsl ---------------------------------------------------------- UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // Begin Injection FUNCTIONS from Injection_AudioLink.hlsl ---------------------------------------------------------- half GetALChannelIntensity(half channelValue, half channelMask) { half smoothstepMin = saturate(1.0 - (channelValue + _AudioInputBoost)); half smoothstepMax = smoothstepMin + _SmoothstepBlend + 0.01; half output = smoothstep(smoothstepMin, smoothstepMax, channelMask); return output; } float GetALChronotensity() { return (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(0, 0)) % 628319) / 100000.0; } float ALPanU(float u, float velocity, float time) { return u + frac(velocity*time); } // What even is this bullshit? I'm just copying this verbatim from the amplify version, this math makes no sense half4 GetALNoise(float u, half3 viewDir, half2x3 tan2wrldXY) { float chrono = 0.5 * GetALChronotensity(); chrono = (0.5 * _Time[1]) + chrono; u = ALPanU(u, 0.17, chrono); u = sin(6.0 * u); float2 uv1 = viewDir.xy; float2 uv2 = mul(tan2wrldXY, viewDir); float2 uv = lerp(uv1, uv2, u); return SAMPLE_TEXTURE2D(_AudioLinkNoise, sampler_AudioLinkNoise, uv); } half4 GetALChannelValue(half2 audioLinkMask, half channelValue, half4 channelColor, half4 noiseColor) { half4 a = (channelColor * noiseColor); half aNoise = (audioLinkMask.x * _AudioLinkBaseBlend); half aMain = (audioLinkMask.y * channelValue); return a * (aNoise + aMain); } // End Injection FUNCTIONS from Injection_AudioLink.hlsl ---------------------------------------------------------- v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityMetaVertexPosition(v.vertex.xyz, v.uv1.xy, v.uv2.xy); o.uv = TRANSFORM_TEX(v.uv0.xy, _BaseMap); #ifdef EDITOR_VISUALIZATION float2 vizUV = 0; float4 lightCoord = 0; UnityEditorVizData(v.vertex.xyz, v.uv0.xy, v.uv1.xy, v.uv2.xy, vizUV, lightCoord); o.VizUV = float4(vizUV, 0, 0); o.LightCoord = lightCoord; #endif // Begin Injection VERTEX_END from Injection_ALNormMeta.hlsl ---------------------------------------------------------- VertexNormalInputs ntb = GetVertexNormalInputs(v.normal, v.tangent); o.TStoWS = half2x3(ntb.normalWS.x, ntb.tangentWS.x, ntb.bitangentWS.x, ntb.normalWS.y, ntb.tangentWS.y, ntb.bitangentWS.y ); // End Injection VERTEX_END from Injection_ALNormMeta.hlsl ---------------------------------------------------------- return o; } half4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); MetaInput metaInput = (MetaInput)0; float2 uv_main = i.uv; half4 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv) * _BaseColor; metaInput.Albedo = albedo.rgb; // Begin Injection FRAG_POST_INPUTS from Injection_ALNormMeta.hlsl ---------------------------------------------------------- half2x3 TStoWS = i.TStoWS; // End Injection FRAG_POST_INPUTS from Injection_ALNormMeta.hlsl ---------------------------------------------------------- half4 emission = half4(0, 0, 0, 0); // Begin Injection EMISSION from Injection_AudioLink.hlsl ---------------------------------------------------------- #if defined(PASS_META) half4 audioLinkNoise = GetALNoise(uv_main.x, half3(1, 1, 1), (half2x3)TStoWS); #else half4 audioLinkNoise = GetALNoise(uv_main.x, fragData.viewDir, (half2x3)TStoWS); #endif half4 audioLinkMask = SAMPLE_TEXTURE2D(_AudioLinkMap, sampler_AudioLinkMap, uv_main); half audioLows = AudioLinkData(ALPASS_AUDIOBASS).x; audioLows = GetALChannelIntensity(audioLows, audioLinkMask.r); emission += GetALChannelValue(audioLinkMask.ra, audioLows, _LowsColor, audioLinkNoise); half audioMids = AudioLinkData(ALPASS_AUDIOLOWMIDS).x; audioMids = GetALChannelIntensity(audioMids, audioLinkMask.g); emission += GetALChannelValue(audioLinkMask.ga, audioMids, _MidsColor, audioLinkNoise); half audioHighs = AudioLinkData(ALPASS_AUDIOHIGHMIDS).x + AudioLinkData(ALPASS_AUDIOTREBLE).x * 0.5; audioHighs = GetALChannelIntensity(audioHighs, audioLinkMask.b); emission += GetALChannelValue(audioLinkMask.ba, audioHighs, _HighsColor, audioLinkNoise); // End Injection EMISSION from Injection_AudioLink.hlsl ---------------------------------------------------------- // Begin Injection EMISSION from Injection_Emission_Meta.hlsl ---------------------------------------------------------- if (_Emission) { half4 emissionDefault = _EmissionColor * SAMPLE_TEXTURE2D(_EmissionMap, sampler_BaseMap, i.uv); emissionDefault.rgb *= _BakedMutiplier * _Emission; emissionDefault.rgb *= lerp(albedo.rgb, half3(1, 1, 1), emissionDefault.a); emission += emissionDefault; } // End Injection EMISSION from Injection_Emission_Meta.hlsl ---------------------------------------------------------- // Begin Injection EMISSION from Injection_ALBakedEm.hlsl ---------------------------------------------------------- emission.rgb *= 8; // End Injection EMISSION from Injection_ALBakedEm.hlsl ---------------------------------------------------------- metaInput.Emission = emission.rgb; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = i.VizUV.xy; metaInput.LightCoord = i.LightCoord; #endif return MetaFragment(metaInput); }