// Made with Amplify Shader Editor v1.9.9.8 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ToonScapes/URP/Stone" { Properties { [Header(Color)][Space(8)][Toggle( _ENABLECOLORTINT_ON )] _EnableColorTint( "Enable Color Tint", Float ) = 1 [Space(8)] _BaseTint( "Base Tint", Color ) = ( 1, 1, 1, 1 ) [Header(Textures)][NoScaleOffset][SingleLineTexture][Space(8)] _TextureRamp( "Texture Ramp", 2D ) = "white" {} _RampScale( "Ramp Scale", Range( 0, 1 ) ) = 0.5 _RampOffset( "Ramp Offset", Range( 0, 1 ) ) = 0.5 [Space(8)][Toggle( _ENABLEMACRONORMALS_ON )] _EnableMacroNormals( "Enable Macro Normals", Float ) = 0 [NoScaleOffset][Normal][SingleLineTexture] _MacroNormalMap( "Macro Normal Map", 2D ) = "white" {} _MacroNormalScale( "Macro Normal Scale", Range( 0, 5 ) ) = 1 [NoScaleOffset][SingleLineTexture][Space (8)] _SurfaceTexture( "Surface Texture", 2D ) = "white" {} _SurfaceTextureTiling( "Surface Texture Tiling", Range( 0.001, 512 ) ) = 2 [NoScaleOffset][Normal][SingleLineTexture][Space(8)] _SurfaceNormalMap( "Surface Normal Map", 2D ) = "white" {} _SurfaceNormalScale( "Surface Normal Scale", Range( 0, 5 ) ) = 1 [NoScaleOffset][SingleLineTexture][Space(8)] _OverlayTexture( "Overlay Texture", 2D ) = "white" {} _OverlayTextureTiling( "Overlay Texture Tiling", Range( 0, 20 ) ) = 10.09175 [NoScaleOffset][Normal][SingleLineTexture][Space(8)] _OverlayNormalMap( "Overlay Normal Map", 2D ) = "white" {} _OverlayNormalScale( "Overlay Normal Scale", Range( 0, 5 ) ) = 1 [NoScaleOffset][SingleLineTexture][Space (8)] _DetailMask( "Detail Mask", 2D ) = "white" {} [Header(Coverage Options)][Space(8)][Toggle( _ENABLECOVERAGE_ON )] _EnableCoverage( "Enable Coverage", Float ) = 0 [Space(8)] _OverlayCoverage( "Overlay Coverage", Range( 0, 1 ) ) = 0 [KeywordEnum( SurfaceNormalMap,OverlayNormalMap )] _CoverageMaskSource( "Coverage Mask Source", Float ) = 0 _TransitionStart( "Transition Start", Range( 0, 1 ) ) = 0.65 _TransitionEnd( "Transition End", Range( 0, 1 ) ) = 0.35 [Space(8)] _EdgeWear1( "Edge Wear", Range( 0, 1 ) ) = 1 _AmbientOcclusion( "Ambient Occlusion", Range( 0, 1 ) ) = 1 [Header(Highlights)][Space(8)][Toggle( _ENABLESPECULARHIGHLIGHTS_ON )] _EnableSpecularHighlights( "Enable Specular Highlights", Float ) = 1 [Space(8)] _SpecularTint1( "Specular Tint", Color ) = ( 1, 1, 1, 1 ) [Space (8)] _SpecularSize1( "Specular Size", Range( 0, 1 ) ) = 0 _SpecularIntensity( "Specular Intensity", Range( 0, 1 ) ) = 0.5 _SpecularSmoothness1( "Specular Smoothness", Range( 0.001, 1 ) ) = 0.01 _SpecularOcclusion( "Specular Occlusion", Range( 0, 12 ) ) = 1 _IndirectSpecularContribution( "Indirect Specular Contribution", Range( 0, 1 ) ) = 1 [Header (Emission)][Space (8)][Toggle( _ENABLEEMISSION_ON )] _EnableEmission( "Enable Emission", Float ) = 1 [HDR][Space(8)] _EmissionColor( "Emission Color", Color ) = ( 0, 0, 0, 0 ) _EmissionIntensity1( "Emission Intensity", Float ) = 1 _FlickerFrequency( "Flicker Frequency", Float ) = 1 _FlickerScale( "Flicker Scale", Float ) = 1 _MinIntensity( "Min Intensity", Float ) = 0.75 _MaxIntensity( "Max Intensity", Float ) = 1 [Header (Rim Lighting)][Space(8)][Toggle( _ENABLERIMLIGHTING1_ON )] _EnableRimLighting1( "Enable Rim Lighting", Float ) = 1 [HDR][Space(8)] _RimLightColor( "Rim Light Color", Color ) = ( 1, 1, 1, 1 ) [Space (8)] _ViewEdgeThreshold( "ViewEdgeThreshold", Range( 0, 1 ) ) = 0 _ViewEdgeSoftness( "ViewEdgeSoftness", Range( 0, 1 ) ) = 0 _RimIntensity1( "Rim Intensity", Range( 0, 1 ) ) = 0.2 _RimSpread( "Rim Spread", Range( 0, 1 ) ) = 0.2 [Space (8)] _NormalMapInfluence( "Normal Map Influence", Range( 0, 1 ) ) = 0 _SpecularInfluence( "Specular Influence", Range( 0, 1 ) ) = 0 [Space (8)] _DistanceFade1( "Distance Fade", Float ) = 12 [Header(Surface Options)][Space(8)] _Occlusion1( "Occlusion", Range( 0, 1 ) ) = 1 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 //[ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0 //[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [HideInInspector][ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1 //[HideInInspector] _AlphaClip("__clip", Float) = 0.0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="SimpleLit" } Cull Back ZWrite On ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SHADERPASS SHADERPASS_FORWARD #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_TEXTURE_COORDINATES1 #pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON #pragma shader_feature_local _ENABLEMACRONORMALS_ON #pragma shader_feature_local _ENABLECOVERAGE_ON #pragma shader_feature_local _COVERAGEMASKSOURCE_SURFACENORMALMAP _COVERAGEMASKSOURCE_OVERLAYNORMALMAP #pragma shader_feature_local _ENABLERIMLIGHTING1_ON #pragma shader_feature_local _ENABLECOLORTINT_ON #pragma shader_feature_local _ENABLEEMISSION_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL float4 lightmapUVOrVertexSH : TEXCOORD3; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD4; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD5; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _SurfaceNormalMap; sampler2D _OverlayNormalMap; sampler2D _DetailMask; sampler2D _MacroNormalMap; sampler2D _SurfaceTexture; sampler2D _OverlayTexture; sampler2D _TextureRamp; inline float3 TriplanarSampling591( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } inline float3 TriplanarSampling594( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } inline float4 TriplanarSampling537( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float4 TriplanarSampling573( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } half4 CalculateShadowMask343_g61172( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask ) { float3 Color = 0; #if defined(_ADDITIONAL_LIGHTS) #define SUM_LIGHTLAMBERT(Light)\ half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\ Color += LightingLambert( AttLightColor, Light.direction, WorldNormal ); InputData inputData = (InputData)0; inputData.normalizedScreenSpaceUV = ScreenUV; inputData.positionWS = WorldPosition; uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHTLAMBERT( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHTLAMBERT( light ); } LIGHT_LOOP_END #endif return Color; } half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS ) { #if defined( DYNAMICLIGHTMAP_ON ) return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS ); #elif defined( LIGHTMAP_ON ) return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS ); #elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 ) return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy ); #else return SampleSH( normalWS ); #endif } half4 CalculateShadowMask343_g61164( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } half4 CalculateShadowMask343_g61167( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord7.xy = input.texcoord.xy; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord7.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) output.tangentWS.zw = input.texcoord.xy; output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = input.texcoord1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = input.texcoord2; #endif output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #endif output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined( _SURFACE_TYPE_TRANSPARENT ) const bool isTransparent = true; #else const bool isTransparent = false; #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif // @diogo: mikktspace compliant float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float3 TangentWS = input.tangentWS.xyz * renormFactor; float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; float3 NormalWS = input.normalWS * renormFactor; #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif float3 temp_cast_0 = (1.0).xxx; float SurfaceTextureTiling218 = ( 1.0 / _SurfaceTextureTiling ); float2 temp_cast_1 = (SurfaceTextureTiling218).xx; float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS ); float SurfaceNormalMapScale258 = _SurfaceNormalScale; float3 temp_cast_2 = (SurfaceNormalMapScale258).xxx; float3 triplanar591 = TriplanarSampling591( _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_1, temp_cast_2, float3(0,0,0) ); float3 tanTriplanarNormal591 = mul( ase_worldToTangent, triplanar591 ); float OverlayTextureTiling172 = ( 1.0 / _OverlayTextureTiling ); float2 temp_cast_3 = (OverlayTextureTiling172).xx; float OverlayNormalMapScale261 = _OverlayNormalScale; float3 temp_cast_4 = (OverlayNormalMapScale261).xxx; float3 triplanar594 = TriplanarSampling594( _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_3, temp_cast_4, float3(0,0,0) ); float3 tanTriplanarNormal594 = mul( ase_worldToTangent, triplanar594 ); float3 TriNormalMain759 = tanTriplanarNormal591; float3 TriNormalOverlay758 = tanTriplanarNormal594; #if defined( _COVERAGEMASKSOURCE_SURFACENORMALMAP ) float3 staticSwitch755 = TriNormalMain759; #elif defined( _COVERAGEMASKSOURCE_OVERLAYNORMALMAP ) float3 staticSwitch755 = TriNormalOverlay758; #else float3 staticSwitch755 = TriNormalMain759; #endif float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x ); float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y ); float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z ); float3 tanNormal324 = staticSwitch755; float3 worldNormal324 = float3( dot( tanToWorld0, tanNormal324 ), dot( tanToWorld1, tanNormal324 ), dot( tanToWorld2, tanNormal324 ) ); float2 uv_DetailMask329 = input.ase_texcoord7.xy; float smoothstepResult544 = smoothstep( _TransitionStart , _TransitionEnd , ( ( worldNormal324.y + (-1.0 + ( _OverlayCoverage - 0.0 ) * ( 2.0 - -1.0 ) / ( 1.0 - 0.0 ) ) ) * ( 1.0 - tex2D( _DetailMask, uv_DetailMask329 ).a ) )); float OverlayCoverage340 = saturate( smoothstepResult544 ); float3 lerpResult590 = lerp( tanTriplanarNormal594 , tanTriplanarNormal591 , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float3 staticSwitch800 = lerpResult590; #else float3 staticSwitch800 = tanTriplanarNormal591; #endif float2 uv_MacroNormalMap806 = input.ase_texcoord7.xy; float MacroNormalMapScale808 = _MacroNormalScale; float3 unpack806 = UnpackNormalScale( tex2D( _MacroNormalMap, uv_MacroNormalMap806 ), MacroNormalMapScale808 ); unpack806.z = lerp( 1, unpack806.z, saturate(MacroNormalMapScale808) ); #ifdef _ENABLEMACRONORMALS_ON float3 staticSwitch810 = BlendNormal( staticSwitch800 , unpack806 ); #else float3 staticSwitch810 = staticSwitch800; #endif float3 BlendedNormals169 = staticSwitch810; float3 tanNormal442 = BlendedNormals169; float3 worldNormal442 = normalize( float3( dot( tanToWorld0, tanNormal442 ), dot( tanToWorld1, tanNormal442 ), dot( tanToWorld2, tanNormal442 ) ) ); float3 normalizeResult443 = normalize( worldNormal442 ); float3 Normals444 = normalizeResult443; float2 temp_cast_5 = (SurfaceTextureTiling218).xx; float4 triplanar537 = TriplanarSampling537( _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_5, float3( 1,1,1 ), float3(0,0,0) ); float2 temp_cast_6 = (OverlayTextureTiling172).xx; float4 triplanar573 = TriplanarSampling573( _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_6, float3( 1,1,1 ), float3(0,0,0) ); float lerpResult580 = lerp( triplanar573.w , triplanar537.a , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float staticSwitch796 = lerpResult580; #else float staticSwitch796 = triplanar537.w; #endif float BlendedAlpha496 = staticSwitch796; half3 reflectVector472 = reflect( -ViewDirWS, Normals444 ); float3 indirectSpecular472 = GlossyEnvironmentReflection( reflectVector472, PositionWS, 1.0 - BlendedAlpha496, _SpecularOcclusion, ScreenPosNorm.xy ); float3 lerpResult466 = lerp( temp_cast_0 , indirectSpecular472 , _IndirectSpecularContribution); float3 IndirectSpecHighlights464 = lerpResult466; float4 temp_output_723_0 = ( _SpecularTint1 * BlendedAlpha496 * _SpecularIntensity ); float3 normalizeResult4_g61171 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) ); float dotResult718 = dot( normalizeResult4_g61171 , Normals444 ); float3 WorldPosition288_g61172 = PositionWS; float3 WorldPosition337_g61172 = WorldPosition288_g61172; float2 ScreenUV286_g61172 = (ScreenPosNorm).xy; float2 ScreenUV337_g61172 = ScreenUV286_g61172; float3 WorldNormal281_g61172 = Normals444; float3 WorldNormal337_g61172 = WorldNormal281_g61172; half4 localCalculateShadowMask343_g61172 = CalculateShadowMask343_g61172(); float4 ShadowMask360_g61172 = localCalculateShadowMask343_g61172; float4 ShadowMask337_g61172 = ShadowMask360_g61172; float3 localAdditionalLightsLambertMask171x337_g61172 = AdditionalLightsLambertMask171x( WorldPosition337_g61172 , ScreenUV337_g61172 , WorldNormal337_g61172 , ShadowMask337_g61172 ); float4 DirectSpecHighlights463 = ( float4( (temp_output_723_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult718 + saturate( localAdditionalLightsLambertMask171x337_g61172 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_723_0 ) * _SpecularSmoothness1 ) ) ) ); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7; float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoord ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float3 bakedGI692 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI692, half4( 0, 0, 0, 0 ) ); float4 HalfLambert695 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI692 , 0.0 ) ); float4 SpecularHighlights457 = ( float4( IndirectSpecHighlights464 , 0.0 ) * DirectSpecHighlights463 * HalfLambert695 ); #ifdef _ENABLESPECULARHIGHLIGHTS_ON float4 staticSwitch456 = SpecularHighlights457; #else float4 staticSwitch456 = float4( 0,0,0,0 ); #endif float3 RimLightColor679 = _RimLightColor.rgb; float3 bakedGI667 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI667, half4( 0, 0, 0, 0 ) ); float3 normalizedWorldNormal = normalize( NormalWS ); float3 lerpResult617 = lerp( normalizedWorldNormal , Normals444 , _NormalMapInfluence); float3 NormalLerp618 = lerpResult617; float dotResult661 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp618 ); float temp_output_656_0 = (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) ); float dotResult657 = dot( NormalLerp618 , ViewDirWS ); float smoothstepResult660 = smoothstep( temp_output_656_0 , ( temp_output_656_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult657 ) )); float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) ); float dotResult672 = dot( NormalLerp618 , ( normalizeResult4_g61166 * _RimSpread ) ); float3 WorldPosition288_g61164 = PositionWS; float3 WorldPosition337_g61164 = WorldPosition288_g61164; float2 ScreenUV286_g61164 = (ScreenPosNorm).xy; float2 ScreenUV337_g61164 = ScreenUV286_g61164; float3 WorldNormal281_g61164 = NormalLerp618; float3 WorldNormal337_g61164 = WorldNormal281_g61164; half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164(); float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164; float4 ShadowMask337_g61164 = ShadowMask360_g61164; float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 ); float smoothstepResult665 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos )); float4 temp_output_638_0 = ( ( float4( ( RimLightColor679 * (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI667 , 0.0 ) * ( ( 1.0 - saturate( dotResult661 ) ) * smoothstepResult660 ) * saturate( ( ( -0.2 + dotResult672 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult665 ) ); float2 uv_SurfaceTexture634 = input.ase_texcoord7.xy; float4 lerpResult640 = lerp( temp_output_638_0 , ( temp_output_638_0 * tex2D( _SurfaceTexture, uv_SurfaceTexture634 ).a ) , _SpecularInfluence); float4 RimLight627 = ( lerpResult640 * input.ase_color.a ); #ifdef _ENABLERIMLIGHTING1_ON float4 staticSwitch454 = RimLight627; #else float4 staticSwitch454 = float4( 0,0,0,0 ); #endif float4 color450 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 ); #ifdef _ENABLECOLORTINT_ON float4 staticSwitch451 = _BaseTint; #else float4 staticSwitch451 = color450; #endif float dotResult684 = dot( Normals444 , SafeNormalize( _MainLightPosition.xyz ) ); float RampScale710 = _RampScale; float RampOffset709 = _RampOffset; float CEL_Effect437 = saturate( (dotResult684*RampScale710 + RampOffset709) ); float2 temp_cast_14 = (CEL_Effect437).xx; float4 lerpResult543 = lerp( triplanar573 , triplanar537 , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float4 staticSwitch795 = lerpResult543; #else float4 staticSwitch795 = triplanar537; #endif float2 uv_DetailMask525 = input.ase_texcoord7.xy; float4 tex2DNode525 = tex2D( _DetailMask, uv_DetailMask525 ); float4 lerpResult531 = lerp( ( (0.0 + ( _EdgeWear1 - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * staticSwitch795 ) , staticSwitch795 , saturate( ( 1.0 - tex2DNode525.r ) )); float4 lerpResult542 = lerp( ( (0.0 + ( _AmbientOcclusion - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * lerpResult531 ) , lerpResult531 , saturate( ( 1.0 - tex2DNode525.b ) )); float4 BlendedTextures167 = lerpResult542; float3 WorldPosition288_g61167 = PositionWS; float3 WorldPosition337_g61167 = WorldPosition288_g61167; float2 ScreenUV286_g61167 = (ScreenPosNorm).xy; float2 ScreenUV337_g61167 = ScreenUV286_g61167; float3 WorldNormal281_g61167 = Normals444; float3 WorldNormal337_g61167 = WorldNormal281_g61167; half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167(); float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167; float4 ShadowMask337_g61167 = ShadowMask360_g61167; float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 ); float4 CustomLighting109 = ( staticSwitch456 + staticSwitch454 + ( staticSwitch451 * ( ( ( tex2D( _TextureRamp, temp_cast_14 ) * BlendedTextures167 ) * HalfLambert695 ) + ( BlendedTextures167 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale710 + RampOffset709).xy ) ) ) ) ); float2 uv_DetailMask393 = input.ase_texcoord7.xy; float3 EmissionColor396 = _EmissionColor.rgb; float EmissionColorAlpha398 = _EmissionColor.a; float mulTime782 = _TimeParameters.x * _FlickerFrequency; #ifdef _ENABLEEMISSION_ON float3 staticSwitch405 = ( ( _EmissionIntensity1 * tex2D( _DetailMask, uv_DetailMask393 ).g * EmissionColor396 * EmissionColorAlpha398 ) * ( ( sin( ( ( mulTime782 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) ); #else float3 staticSwitch405 = float3( 0,0,0 ); #endif float3 Emission788 = staticSwitch405; float3 BaseColor = CustomLighting109.rgb; float3 Normal = float3(0, 0, 1); float3 Specular = 0.5; float Metallic = 0; float Smoothness = 0.5; float Occlusion = _Occlusion1; float3 Emission = Emission788; float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; float AlphaClipThresholdShadow = 0.5; #endif float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) ShadowCoord = TransformWorldToShadowCoord( PositionWS ); #endif InputData inputData = (InputData)0; inputData.positionWS = PositionWS; inputData.positionCS = input.positionCS; inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; inputData.viewDirectionWS = ViewDirWS; inputData.shadowCoord = ShadowCoord; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = NormalWS; #endif #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, inputData.shadowMask ); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif #endif SurfaceData surfaceData; surfaceData.albedo = BaseColor; 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(_DBUFFER) ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif #ifdef ASE_LIGHTING_SIMPLE half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); #else half4 color = UniversalFragmentPBR( inputData, surfaceData); #endif #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; #define SUM_LIGHT_TRANSMISSION(Light)\ 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 += BaseColor * transmission; SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; #define SUM_LIGHT_TRANSLUCENCY(Light)\ 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 += BaseColor * translucency * strength; SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) ); 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), inputData.fogCoord); #else color.rgb = MixFog(color.rgb, inputData.fogCoord); #endif #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif #if defined( ASE_OPAQUE_KEEP_ALPHA ) return half4( color.rgb, color.a ); #else return half4( color.rgb, OutputAlpha( color.a, isTransparent ) ); #endif } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SHADERPASS SHADERPASS_SHADOWCASTER #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 _LightDirection; float3 _LightPosition; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); float3 normalWS = TransformObjectToWorldDir(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher positionCS = ApplyShadowClamping(positionCS); output.positionCS = positionCS; output.positionWS = positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; float AlphaClipThresholdShadow = 0.5; #endif #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) #if defined( _ALPHATEST_SHADOW_ON ) AlphaDiscard( Alpha, AlphaClipThresholdShadow ); #else AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SHADERPASS SHADERPASS_DEPTHONLY #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float Alpha = 1; float AlphaClipThreshold = _Cutoff; #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return 0; } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON #pragma shader_feature_local _ENABLEMACRONORMALS_ON #pragma shader_feature_local _ENABLECOVERAGE_ON #pragma shader_feature_local _COVERAGEMASKSOURCE_SURFACENORMALMAP _COVERAGEMASKSOURCE_OVERLAYNORMALMAP #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma shader_feature_local _ENABLERIMLIGHTING1_ON #pragma shader_feature_local _ENABLECOLORTINT_ON struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 lightmapUVOrVertexSH : TEXCOORD6; float4 dynamicLightmapUV : TEXCOORD7; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _SurfaceNormalMap; sampler2D _OverlayNormalMap; sampler2D _DetailMask; sampler2D _MacroNormalMap; sampler2D _SurfaceTexture; sampler2D _OverlayTexture; sampler2D _TextureRamp; inline float3 TriplanarSampling591( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } inline float3 TriplanarSampling594( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } inline float4 TriplanarSampling537( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float4 TriplanarSampling573( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } half4 CalculateShadowMask343_g61172( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask ) { float3 Color = 0; #if defined(_ADDITIONAL_LIGHTS) #define SUM_LIGHTLAMBERT(Light)\ half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\ Color += LightingLambert( AttLightColor, Light.direction, WorldNormal ); InputData inputData = (InputData)0; inputData.normalizedScreenSpaceUV = ScreenUV; inputData.positionWS = WorldPosition; uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHTLAMBERT( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHTLAMBERT( light ); } LIGHT_LOOP_END #endif return Color; } half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS ) { #if defined( DYNAMICLIGHTMAP_ON ) return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS ); #elif defined( LIGHTMAP_ON ) return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS ); #elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 ) return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy ); #else return SampleSH( normalWS ); #endif } half4 CalculateShadowMask343_g61164( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } half4 CalculateShadowMask343_g61167( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID( input ); UNITY_TRANSFER_INSTANCE_ID( input, output ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS ); output.ase_texcoord1.xyz = ase_normalWS; float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz ); output.ase_texcoord2.xyz = ase_tangentWS; float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign; output.ase_texcoord3.xyz = ase_bitangentWS; float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); output.ase_texcoord5 = screenPos; OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy ); float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #if !defined( OUTPUT_SH4 ) OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz ); #elif UNITY_VERSION > 60000009 OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); #else OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz ); #endif #if defined( DYNAMICLIGHTMAP_ON ) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy ); #if !defined( OUTPUT_SH4 ) OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz ); #elif UNITY_VERSION > 60000009 OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); #else OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz ); #endif #if defined( DYNAMICLIGHTMAP_ON ) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif output.ase_texcoord4.xy = input.ase_texcoord.xy; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord1.w = 0; output.ase_texcoord2.w = 0; output.ase_texcoord3.w = 0; output.ase_texcoord4.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.ase_texcoord = input.ase_texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float3 temp_cast_0 = (1.0).xxx; float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float SurfaceTextureTiling218 = ( 1.0 / _SurfaceTextureTiling ); float2 temp_cast_1 = (SurfaceTextureTiling218).xx; float3 ase_normalWS = input.ase_texcoord1.xyz; float3 ase_tangentWS = input.ase_texcoord2.xyz; float3 ase_bitangentWS = input.ase_texcoord3.xyz; float3x3 ase_worldToTangent = float3x3( ase_tangentWS, ase_bitangentWS, ase_normalWS ); float SurfaceNormalMapScale258 = _SurfaceNormalScale; float3 temp_cast_2 = (SurfaceNormalMapScale258).xxx; float3 triplanar591 = TriplanarSampling591( _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_1, temp_cast_2, float3(0,0,0) ); float3 tanTriplanarNormal591 = mul( ase_worldToTangent, triplanar591 ); float OverlayTextureTiling172 = ( 1.0 / _OverlayTextureTiling ); float2 temp_cast_3 = (OverlayTextureTiling172).xx; float OverlayNormalMapScale261 = _OverlayNormalScale; float3 temp_cast_4 = (OverlayNormalMapScale261).xxx; float3 triplanar594 = TriplanarSampling594( _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_3, temp_cast_4, float3(0,0,0) ); float3 tanTriplanarNormal594 = mul( ase_worldToTangent, triplanar594 ); float3 TriNormalMain759 = tanTriplanarNormal591; float3 TriNormalOverlay758 = tanTriplanarNormal594; #if defined( _COVERAGEMASKSOURCE_SURFACENORMALMAP ) float3 staticSwitch755 = TriNormalMain759; #elif defined( _COVERAGEMASKSOURCE_OVERLAYNORMALMAP ) float3 staticSwitch755 = TriNormalOverlay758; #else float3 staticSwitch755 = TriNormalMain759; #endif float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x ); float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y ); float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z ); float3 tanNormal324 = staticSwitch755; float3 worldNormal324 = float3( dot( tanToWorld0, tanNormal324 ), dot( tanToWorld1, tanNormal324 ), dot( tanToWorld2, tanNormal324 ) ); float2 uv_DetailMask329 = input.ase_texcoord4.xy; float smoothstepResult544 = smoothstep( _TransitionStart , _TransitionEnd , ( ( worldNormal324.y + (-1.0 + ( _OverlayCoverage - 0.0 ) * ( 2.0 - -1.0 ) / ( 1.0 - 0.0 ) ) ) * ( 1.0 - tex2D( _DetailMask, uv_DetailMask329 ).a ) )); float OverlayCoverage340 = saturate( smoothstepResult544 ); float3 lerpResult590 = lerp( tanTriplanarNormal594 , tanTriplanarNormal591 , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float3 staticSwitch800 = lerpResult590; #else float3 staticSwitch800 = tanTriplanarNormal591; #endif float2 uv_MacroNormalMap806 = input.ase_texcoord4.xy; float MacroNormalMapScale808 = _MacroNormalScale; float3 unpack806 = UnpackNormalScale( tex2D( _MacroNormalMap, uv_MacroNormalMap806 ), MacroNormalMapScale808 ); unpack806.z = lerp( 1, unpack806.z, saturate(MacroNormalMapScale808) ); #ifdef _ENABLEMACRONORMALS_ON float3 staticSwitch810 = BlendNormal( staticSwitch800 , unpack806 ); #else float3 staticSwitch810 = staticSwitch800; #endif float3 BlendedNormals169 = staticSwitch810; float3 tanNormal442 = BlendedNormals169; float3 worldNormal442 = normalize( float3( dot( tanToWorld0, tanNormal442 ), dot( tanToWorld1, tanNormal442 ), dot( tanToWorld2, tanNormal442 ) ) ); float3 normalizeResult443 = normalize( worldNormal442 ); float3 Normals444 = normalizeResult443; float2 temp_cast_5 = (SurfaceTextureTiling218).xx; float4 triplanar537 = TriplanarSampling537( _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_5, float3( 1,1,1 ), float3(0,0,0) ); float2 temp_cast_6 = (OverlayTextureTiling172).xx; float4 triplanar573 = TriplanarSampling573( _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_6, float3( 1,1,1 ), float3(0,0,0) ); float lerpResult580 = lerp( triplanar573.w , triplanar537.a , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float staticSwitch796 = lerpResult580; #else float staticSwitch796 = triplanar537.w; #endif float BlendedAlpha496 = staticSwitch796; half3 reflectVector472 = reflect( -ase_viewDirWS, Normals444 ); float4 screenPos = input.ase_texcoord5; float4 ase_positionSSNorm = screenPos / screenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float3 indirectSpecular472 = GlossyEnvironmentReflection( reflectVector472, PositionWS, 1.0 - BlendedAlpha496, _SpecularOcclusion, ase_positionSSNorm.xy ); float3 lerpResult466 = lerp( temp_cast_0 , indirectSpecular472 , _IndirectSpecularContribution); float3 IndirectSpecHighlights464 = lerpResult466; float4 temp_output_723_0 = ( _SpecularTint1 * BlendedAlpha496 * _SpecularIntensity ); float3 normalizeResult4_g61171 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) ); float dotResult718 = dot( normalizeResult4_g61171 , Normals444 ); float3 WorldPosition288_g61172 = PositionWS; float3 WorldPosition337_g61172 = WorldPosition288_g61172; float2 ScreenUV286_g61172 = (ase_positionSSNorm).xy; float2 ScreenUV337_g61172 = ScreenUV286_g61172; float3 WorldNormal281_g61172 = Normals444; float3 WorldNormal337_g61172 = WorldNormal281_g61172; half4 localCalculateShadowMask343_g61172 = CalculateShadowMask343_g61172(); float4 ShadowMask360_g61172 = localCalculateShadowMask343_g61172; float4 ShadowMask337_g61172 = ShadowMask360_g61172; float3 localAdditionalLightsLambertMask171x337_g61172 = AdditionalLightsLambertMask171x( WorldPosition337_g61172 , ScreenUV337_g61172 , WorldNormal337_g61172 , ShadowMask337_g61172 ); float4 DirectSpecHighlights463 = ( float4( (temp_output_723_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult718 + saturate( localAdditionalLightsLambertMask171x337_g61172 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_723_0 ) * _SpecularSmoothness1 ) ) ) ); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7; float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoord ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float3 bakedGI692 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI692, half4( 0, 0, 0, 0 ) ); float4 HalfLambert695 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI692 , 0.0 ) ); float4 SpecularHighlights457 = ( float4( IndirectSpecHighlights464 , 0.0 ) * DirectSpecHighlights463 * HalfLambert695 ); #ifdef _ENABLESPECULARHIGHLIGHTS_ON float4 staticSwitch456 = SpecularHighlights457; #else float4 staticSwitch456 = float4( 0,0,0,0 ); #endif float3 RimLightColor679 = _RimLightColor.rgb; float3 bakedGI667 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI667, half4( 0, 0, 0, 0 ) ); float3 normalizedWorldNormal = normalize( ase_normalWS ); float3 lerpResult617 = lerp( normalizedWorldNormal , Normals444 , _NormalMapInfluence); float3 NormalLerp618 = lerpResult617; float dotResult661 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp618 ); float temp_output_656_0 = (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) ); float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS ); float dotResult657 = dot( NormalLerp618 , ase_viewDirSafeWS ); float smoothstepResult660 = smoothstep( temp_output_656_0 , ( temp_output_656_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult657 ) )); float3 normalizeResult4_g61166 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) ); float dotResult672 = dot( NormalLerp618 , ( normalizeResult4_g61166 * _RimSpread ) ); float3 WorldPosition288_g61164 = PositionWS; float3 WorldPosition337_g61164 = WorldPosition288_g61164; float2 ScreenUV286_g61164 = (ase_positionSSNorm).xy; float2 ScreenUV337_g61164 = ScreenUV286_g61164; float3 WorldNormal281_g61164 = NormalLerp618; float3 WorldNormal337_g61164 = WorldNormal281_g61164; half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164(); float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164; float4 ShadowMask337_g61164 = ShadowMask360_g61164; float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 ); float smoothstepResult665 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos )); float4 temp_output_638_0 = ( ( float4( ( RimLightColor679 * (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI667 , 0.0 ) * ( ( 1.0 - saturate( dotResult661 ) ) * smoothstepResult660 ) * saturate( ( ( -0.2 + dotResult672 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult665 ) ); float2 uv_SurfaceTexture634 = input.ase_texcoord4.xy; float4 lerpResult640 = lerp( temp_output_638_0 , ( temp_output_638_0 * tex2D( _SurfaceTexture, uv_SurfaceTexture634 ).a ) , _SpecularInfluence); float4 RimLight627 = ( lerpResult640 * input.ase_color.a ); #ifdef _ENABLERIMLIGHTING1_ON float4 staticSwitch454 = RimLight627; #else float4 staticSwitch454 = float4( 0,0,0,0 ); #endif float4 color450 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 ); #ifdef _ENABLECOLORTINT_ON float4 staticSwitch451 = _BaseTint; #else float4 staticSwitch451 = color450; #endif float dotResult684 = dot( Normals444 , SafeNormalize( _MainLightPosition.xyz ) ); float RampScale710 = _RampScale; float RampOffset709 = _RampOffset; float CEL_Effect437 = saturate( (dotResult684*RampScale710 + RampOffset709) ); float2 temp_cast_14 = (CEL_Effect437).xx; float4 lerpResult543 = lerp( triplanar573 , triplanar537 , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float4 staticSwitch795 = lerpResult543; #else float4 staticSwitch795 = triplanar537; #endif float2 uv_DetailMask525 = input.ase_texcoord4.xy; float4 tex2DNode525 = tex2D( _DetailMask, uv_DetailMask525 ); float4 lerpResult531 = lerp( ( (0.0 + ( _EdgeWear1 - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * staticSwitch795 ) , staticSwitch795 , saturate( ( 1.0 - tex2DNode525.r ) )); float4 lerpResult542 = lerp( ( (0.0 + ( _AmbientOcclusion - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * lerpResult531 ) , lerpResult531 , saturate( ( 1.0 - tex2DNode525.b ) )); float4 BlendedTextures167 = lerpResult542; float3 WorldPosition288_g61167 = PositionWS; float3 WorldPosition337_g61167 = WorldPosition288_g61167; float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy; float2 ScreenUV337_g61167 = ScreenUV286_g61167; float3 WorldNormal281_g61167 = Normals444; float3 WorldNormal337_g61167 = WorldNormal281_g61167; half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167(); float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167; float4 ShadowMask337_g61167 = ShadowMask360_g61167; float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 ); float4 CustomLighting109 = ( staticSwitch456 + staticSwitch454 + ( staticSwitch451 * ( ( ( tex2D( _TextureRamp, temp_cast_14 ) * BlendedTextures167 ) * HalfLambert695 ) + ( BlendedTextures167 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale710 + RampOffset709).xy ) ) ) ) ); float3 BaseColor = CustomLighting109.rgb; float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; #endif half4 color = half4(BaseColor, Alpha ); #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY //#define SHADERPASS SHADERPASS_DEPTHNORMALS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; half4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) output.tangentWS.zw = input.texcoord.xy; output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif void frag( PackedVaryings input , out half4 outNormalWS : SV_Target0 #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif // @diogo: mikktspace compliant float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float3 TangentWS = input.tangentWS.xyz * renormFactor; float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; float3 NormalWS = input.normalWS * renormFactor; #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif float3 Normal = float3(0, 0, 1); float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; #endif #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(NormalWS); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = NormalWS; #endif outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 // Deferred Rendering Path does not support the OpenGL-based graphics API: // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. #pragma exclude_renderers glcore gles3 #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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SHADERPASS SHADERPASS_GBUFFER #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) ) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_TEXTURE_COORDINATES1 #pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON #pragma shader_feature_local _ENABLEMACRONORMALS_ON #pragma shader_feature_local _ENABLECOVERAGE_ON #pragma shader_feature_local _COVERAGEMASKSOURCE_SURFACENORMALMAP _COVERAGEMASKSOURCE_OVERLAYNORMALMAP #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma shader_feature_local _ENABLERIMLIGHTING1_ON #pragma shader_feature_local _ENABLECOLORTINT_ON #pragma shader_feature_local _ENABLEEMISSION_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL float4 lightmapUVOrVertexSH : TEXCOORD3; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD4; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD5; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _SurfaceNormalMap; sampler2D _OverlayNormalMap; sampler2D _DetailMask; sampler2D _MacroNormalMap; sampler2D _SurfaceTexture; sampler2D _OverlayTexture; sampler2D _TextureRamp; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" inline float3 TriplanarSampling591( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } inline float3 TriplanarSampling594( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } inline float4 TriplanarSampling537( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float4 TriplanarSampling573( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) * midST.xy + midST.zw ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * topST.xy + topST.zw ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) * botST.xy + botST.zw ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } half4 CalculateShadowMask343_g61172( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask ) { float3 Color = 0; #if defined(_ADDITIONAL_LIGHTS) #define SUM_LIGHTLAMBERT(Light)\ half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\ Color += LightingLambert( AttLightColor, Light.direction, WorldNormal ); InputData inputData = (InputData)0; inputData.normalizedScreenSpaceUV = ScreenUV; inputData.positionWS = WorldPosition; uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHTLAMBERT( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHTLAMBERT( light ); } LIGHT_LOOP_END #endif return Color; } half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS ) { #if defined( DYNAMICLIGHTMAP_ON ) return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS ); #elif defined( LIGHTMAP_ON ) return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS ); #elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 ) return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy ); #else return SampleSH( normalWS ); #endif } half4 CalculateShadowMask343_g61164( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } half4 CalculateShadowMask343_g61167( ) { #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) half4 shadowMask = inputData.shadowMask; #elif !defined (LIGHTMAP_ON) half4 shadowMask = unity_ProbesOcclusion; #else half4 shadowMask = half4(1, 1, 1, 1); #endif return shadowMask; } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord7.xy = input.texcoord.xy; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord7.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) // @diogo: no fog applied in GBuffer #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) output.tangentWS.zw = input.texcoord.xy; output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = input.texcoord1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = input.texcoord2; #endif output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #endif output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif GBufferFragOutput frag ( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif // @diogo: mikktspace compliant float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float3 TangentWS = input.tangentWS.xyz * renormFactor; float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; float3 NormalWS = input.normalWS * renormFactor; #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif float3 temp_cast_0 = (1.0).xxx; float SurfaceTextureTiling218 = ( 1.0 / _SurfaceTextureTiling ); float2 temp_cast_1 = (SurfaceTextureTiling218).xx; float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS ); float SurfaceNormalMapScale258 = _SurfaceNormalScale; float3 temp_cast_2 = (SurfaceNormalMapScale258).xxx; float3 triplanar591 = TriplanarSampling591( _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_1, temp_cast_2, float3(0,0,0) ); float3 tanTriplanarNormal591 = mul( ase_worldToTangent, triplanar591 ); float OverlayTextureTiling172 = ( 1.0 / _OverlayTextureTiling ); float2 temp_cast_3 = (OverlayTextureTiling172).xx; float OverlayNormalMapScale261 = _OverlayNormalScale; float3 temp_cast_4 = (OverlayNormalMapScale261).xxx; float3 triplanar594 = TriplanarSampling594( _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_3, temp_cast_4, float3(0,0,0) ); float3 tanTriplanarNormal594 = mul( ase_worldToTangent, triplanar594 ); float3 TriNormalMain759 = tanTriplanarNormal591; float3 TriNormalOverlay758 = tanTriplanarNormal594; #if defined( _COVERAGEMASKSOURCE_SURFACENORMALMAP ) float3 staticSwitch755 = TriNormalMain759; #elif defined( _COVERAGEMASKSOURCE_OVERLAYNORMALMAP ) float3 staticSwitch755 = TriNormalOverlay758; #else float3 staticSwitch755 = TriNormalMain759; #endif float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x ); float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y ); float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z ); float3 tanNormal324 = staticSwitch755; float3 worldNormal324 = float3( dot( tanToWorld0, tanNormal324 ), dot( tanToWorld1, tanNormal324 ), dot( tanToWorld2, tanNormal324 ) ); float2 uv_DetailMask329 = input.ase_texcoord7.xy; float smoothstepResult544 = smoothstep( _TransitionStart , _TransitionEnd , ( ( worldNormal324.y + (-1.0 + ( _OverlayCoverage - 0.0 ) * ( 2.0 - -1.0 ) / ( 1.0 - 0.0 ) ) ) * ( 1.0 - tex2D( _DetailMask, uv_DetailMask329 ).a ) )); float OverlayCoverage340 = saturate( smoothstepResult544 ); float3 lerpResult590 = lerp( tanTriplanarNormal594 , tanTriplanarNormal591 , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float3 staticSwitch800 = lerpResult590; #else float3 staticSwitch800 = tanTriplanarNormal591; #endif float2 uv_MacroNormalMap806 = input.ase_texcoord7.xy; float MacroNormalMapScale808 = _MacroNormalScale; float3 unpack806 = UnpackNormalScale( tex2D( _MacroNormalMap, uv_MacroNormalMap806 ), MacroNormalMapScale808 ); unpack806.z = lerp( 1, unpack806.z, saturate(MacroNormalMapScale808) ); #ifdef _ENABLEMACRONORMALS_ON float3 staticSwitch810 = BlendNormal( staticSwitch800 , unpack806 ); #else float3 staticSwitch810 = staticSwitch800; #endif float3 BlendedNormals169 = staticSwitch810; float3 tanNormal442 = BlendedNormals169; float3 worldNormal442 = normalize( float3( dot( tanToWorld0, tanNormal442 ), dot( tanToWorld1, tanNormal442 ), dot( tanToWorld2, tanNormal442 ) ) ); float3 normalizeResult443 = normalize( worldNormal442 ); float3 Normals444 = normalizeResult443; float2 temp_cast_5 = (SurfaceTextureTiling218).xx; float4 triplanar537 = TriplanarSampling537( _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_5, float3( 1,1,1 ), float3(0,0,0) ); float2 temp_cast_6 = (OverlayTextureTiling172).xx; float4 triplanar573 = TriplanarSampling573( _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_6, float3( 1,1,1 ), float3(0,0,0) ); float lerpResult580 = lerp( triplanar573.w , triplanar537.a , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float staticSwitch796 = lerpResult580; #else float staticSwitch796 = triplanar537.w; #endif float BlendedAlpha496 = staticSwitch796; half3 reflectVector472 = reflect( -ViewDirWS, Normals444 ); float3 indirectSpecular472 = GlossyEnvironmentReflection( reflectVector472, PositionWS, 1.0 - BlendedAlpha496, _SpecularOcclusion, ScreenPosNorm.xy ); float3 lerpResult466 = lerp( temp_cast_0 , indirectSpecular472 , _IndirectSpecularContribution); float3 IndirectSpecHighlights464 = lerpResult466; float4 temp_output_723_0 = ( _SpecularTint1 * BlendedAlpha496 * _SpecularIntensity ); float3 normalizeResult4_g61171 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) ); float dotResult718 = dot( normalizeResult4_g61171 , Normals444 ); float3 WorldPosition288_g61172 = PositionWS; float3 WorldPosition337_g61172 = WorldPosition288_g61172; float2 ScreenUV286_g61172 = (ScreenPosNorm).xy; float2 ScreenUV337_g61172 = ScreenUV286_g61172; float3 WorldNormal281_g61172 = Normals444; float3 WorldNormal337_g61172 = WorldNormal281_g61172; half4 localCalculateShadowMask343_g61172 = CalculateShadowMask343_g61172(); float4 ShadowMask360_g61172 = localCalculateShadowMask343_g61172; float4 ShadowMask337_g61172 = ShadowMask360_g61172; float3 localAdditionalLightsLambertMask171x337_g61172 = AdditionalLightsLambertMask171x( WorldPosition337_g61172 , ScreenUV337_g61172 , WorldNormal337_g61172 , ShadowMask337_g61172 ); float4 DirectSpecHighlights463 = ( float4( (temp_output_723_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult718 + saturate( localAdditionalLightsLambertMask171x337_g61172 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_723_0 ) * _SpecularSmoothness1 ) ) ) ); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7; float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoord ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float3 bakedGI692 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI692, half4( 0, 0, 0, 0 ) ); float4 HalfLambert695 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI692 , 0.0 ) ); float4 SpecularHighlights457 = ( float4( IndirectSpecHighlights464 , 0.0 ) * DirectSpecHighlights463 * HalfLambert695 ); #ifdef _ENABLESPECULARHIGHLIGHTS_ON float4 staticSwitch456 = SpecularHighlights457; #else float4 staticSwitch456 = float4( 0,0,0,0 ); #endif float3 RimLightColor679 = _RimLightColor.rgb; float3 bakedGI667 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI667, half4( 0, 0, 0, 0 ) ); float3 normalizedWorldNormal = normalize( NormalWS ); float3 lerpResult617 = lerp( normalizedWorldNormal , Normals444 , _NormalMapInfluence); float3 NormalLerp618 = lerpResult617; float dotResult661 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp618 ); float temp_output_656_0 = (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) ); float dotResult657 = dot( NormalLerp618 , ViewDirWS ); float smoothstepResult660 = smoothstep( temp_output_656_0 , ( temp_output_656_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult657 ) )); float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) ); float dotResult672 = dot( NormalLerp618 , ( normalizeResult4_g61166 * _RimSpread ) ); float3 WorldPosition288_g61164 = PositionWS; float3 WorldPosition337_g61164 = WorldPosition288_g61164; float2 ScreenUV286_g61164 = (ScreenPosNorm).xy; float2 ScreenUV337_g61164 = ScreenUV286_g61164; float3 WorldNormal281_g61164 = NormalLerp618; float3 WorldNormal337_g61164 = WorldNormal281_g61164; half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164(); float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164; float4 ShadowMask337_g61164 = ShadowMask360_g61164; float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 ); float smoothstepResult665 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos )); float4 temp_output_638_0 = ( ( float4( ( RimLightColor679 * (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI667 , 0.0 ) * ( ( 1.0 - saturate( dotResult661 ) ) * smoothstepResult660 ) * saturate( ( ( -0.2 + dotResult672 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult665 ) ); float2 uv_SurfaceTexture634 = input.ase_texcoord7.xy; float4 lerpResult640 = lerp( temp_output_638_0 , ( temp_output_638_0 * tex2D( _SurfaceTexture, uv_SurfaceTexture634 ).a ) , _SpecularInfluence); float4 RimLight627 = ( lerpResult640 * input.ase_color.a ); #ifdef _ENABLERIMLIGHTING1_ON float4 staticSwitch454 = RimLight627; #else float4 staticSwitch454 = float4( 0,0,0,0 ); #endif float4 color450 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 ); #ifdef _ENABLECOLORTINT_ON float4 staticSwitch451 = _BaseTint; #else float4 staticSwitch451 = color450; #endif float dotResult684 = dot( Normals444 , SafeNormalize( _MainLightPosition.xyz ) ); float RampScale710 = _RampScale; float RampOffset709 = _RampOffset; float CEL_Effect437 = saturate( (dotResult684*RampScale710 + RampOffset709) ); float2 temp_cast_14 = (CEL_Effect437).xx; float4 lerpResult543 = lerp( triplanar573 , triplanar537 , OverlayCoverage340); #ifdef _ENABLECOVERAGE_ON float4 staticSwitch795 = lerpResult543; #else float4 staticSwitch795 = triplanar537; #endif float2 uv_DetailMask525 = input.ase_texcoord7.xy; float4 tex2DNode525 = tex2D( _DetailMask, uv_DetailMask525 ); float4 lerpResult531 = lerp( ( (0.0 + ( _EdgeWear1 - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * staticSwitch795 ) , staticSwitch795 , saturate( ( 1.0 - tex2DNode525.r ) )); float4 lerpResult542 = lerp( ( (0.0 + ( _AmbientOcclusion - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * lerpResult531 ) , lerpResult531 , saturate( ( 1.0 - tex2DNode525.b ) )); float4 BlendedTextures167 = lerpResult542; float3 WorldPosition288_g61167 = PositionWS; float3 WorldPosition337_g61167 = WorldPosition288_g61167; float2 ScreenUV286_g61167 = (ScreenPosNorm).xy; float2 ScreenUV337_g61167 = ScreenUV286_g61167; float3 WorldNormal281_g61167 = Normals444; float3 WorldNormal337_g61167 = WorldNormal281_g61167; half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167(); float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167; float4 ShadowMask337_g61167 = ShadowMask360_g61167; float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 ); float4 CustomLighting109 = ( staticSwitch456 + staticSwitch454 + ( staticSwitch451 * ( ( ( tex2D( _TextureRamp, temp_cast_14 ) * BlendedTextures167 ) * HalfLambert695 ) + ( BlendedTextures167 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale710 + RampOffset709).xy ) ) ) ) ); float2 uv_DetailMask393 = input.ase_texcoord7.xy; float3 EmissionColor396 = _EmissionColor.rgb; float EmissionColorAlpha398 = _EmissionColor.a; float mulTime782 = _TimeParameters.x * _FlickerFrequency; #ifdef _ENABLEEMISSION_ON float3 staticSwitch405 = ( ( _EmissionIntensity1 * tex2D( _DetailMask, uv_DetailMask393 ).g * EmissionColor396 * EmissionColorAlpha398 ) * ( ( sin( ( ( mulTime782 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) ); #else float3 staticSwitch405 = float3( 0,0,0 ); #endif float3 Emission788 = staticSwitch405; float3 BaseColor = CustomLighting109.rgb; float3 Normal = float3(0, 0, 1); float3 Specular = 0.5; float Metallic = 0; float Smoothness = 0.5; float Occlusion = _Occlusion1; float3 Emission = Emission788; float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; float AlphaClipThresholdShadow = 0.5; #endif float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) ShadowCoord = TransformWorldToShadowCoord( PositionWS ); #endif InputData inputData = (InputData)0; inputData.positionWS = PositionWS; inputData.positionCS = input.positionCS; inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; inputData.shadowCoord = ShadowCoord; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif #else inputData.normalWS = NormalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize( ViewDirWS ); #ifdef ASE_FOG // @diogo: no fog applied in GBuffer #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI(SH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, inputData.shadowMask); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif #endif #ifdef _DBUFFER ApplyDecal(input.positionCS, BaseColor, Specular, inputData.normalWS, Metallic, Occlusion, Smoothness); #endif BRDFData brdfData; InitializeBRDFData(BaseColor, 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, (BRDFData)0, 0, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SCENESELECTIONPASS 1 #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; surfaceDescription.Alpha = 1; #if defined( _ALPHATEST_ON ) surfaceDescription.AlphaClipThreshold = _Cutoff; #endif #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return half4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_FOG 1 #define _EMISSION #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SCENEPICKINGPASS 1 #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.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RimLightColor; float4 _EmissionColor; float4 _BaseTint; float4 _SpecularTint1; float _SurfaceTextureTiling; float _DistanceFade1; float _SpecularInfluence; float _RampScale; float _RampOffset; float _AmbientOcclusion; float _EdgeWear1; float _Occlusion1; float _EmissionIntensity1; float _FlickerFrequency; float _FlickerScale; float _RimSpread; float _ViewEdgeSoftness; float _NormalMapInfluence; float _MaxIntensity; float _RimIntensity1; float _SpecularSmoothness1; float _SpecularSize1; float _SpecularIntensity; float _IndirectSpecularContribution; float _SpecularOcclusion; float _MacroNormalScale; float _OverlayCoverage; float _TransitionEnd; float _TransitionStart; float _OverlayNormalScale; float _OverlayTextureTiling; float _SurfaceNormalScale; float _ViewEdgeThreshold; float _MinIntensity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; surfaceDescription.Alpha = 1; #if defined( _ALPHATEST_ON ) surfaceDescription.AlphaClipThreshold = _Cutoff; #endif #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return unity_SelectionID; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphLitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19908 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;612;1888,-4096;Inherit;False;2349.958;639.8836;Normals;18;809;804;806;805;800;591;759;758;594;739;610;593;609;599;592;595;799;810;;0.4980392,0,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;611;1888,-5248;Inherit;False;2350.19;1089.535;Albedo;24;542;527;529;541;584;578;535;526;519;525;524;531;528;796;795;522;538;573;537;737;532;533;520;797;Blended Textures;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;619;-880,-1360;Inherit;False;3848.118;1797.501;;44;626;625;624;636;676;673;668;667;666;665;664;663;662;660;658;656;655;654;653;648;647;646;645;644;643;642;641;640;639;638;637;635;634;633;632;631;630;629;623;622;621;620;748;747;Fresnel;0.7960784,0.7215686,0,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;762;-880,560;Inherit;False;2321.01;875.313;;19;781;780;779;778;777;776;775;774;773;772;771;770;765;764;763;393;392;403;405;Emission;1,0.1319249,0,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;799;2848,-3856;Inherit;False;228;210.8501;TriBlended;1;590;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;797;2784,-4960;Inherit;False;228;354.8501;TriBlended;2;580;543;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;349;-880,-3776;Inherit;False;2018.011;624.8931;;15;576;575;345;329;331;338;339;544;330;348;324;746;755;760;761;Overlay Coverage;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;-880,-6128;Inherit;False;710.7263;318.0039;;3;443;442;439;Normals;0.6382856,0.4745098,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;-880,-1856;Inherit;False;958.0933;398.9518;Indirect;7;497;488;466;473;472;471;792;;1,0,0.390008,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;504;-880,-5248;Inherit;False;2242.611;1377.592;;25;448;704;447;703;446;452;181;702;701;700;699;698;697;696;166;456;454;455;453;451;450;449;155;445;214;Custom Lighting;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;458;-880,-3072;Inherit;False;646;316;;4;459;461;462;460;Specular Highlights;1,0,0.3882353,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;613;272,-6128;Inherit;False;592.2708;402.95;Normal Lerp;4;617;616;615;614;;0.6392157,0.4745098,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;620;-816,-160;Inherit;False;452;394.7998;Fresnel;3;657;652;651;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;621;-816,-1280;Inherit;False;784;363.95;Half Vector;7;675;674;672;671;670;669;628;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;622;-816,-608;Inherit;False;452;394.7998;NdotL;3;661;650;649;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;623;-144,-128;Inherit;False;228;162.9502;InvertedViewMask;1;659;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;681;272,-6528;Inherit;False;1166.792;305.3181;;7;688;687;686;685;684;683;682;CEL Effect;0.7960785,0.7215686,0,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;689;-880,-6528;Inherit;False;816;304;;5;694;693;692;691;690;Half Lambert;0.8078432,0.7294118,0,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;713;-880,-2736;Inherit;False;2048.144;858.4296;Direct;23;736;723;735;734;733;732;731;730;729;728;727;726;725;724;722;721;720;719;718;717;716;715;714;;1,0,0.390008,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;763;-816,992;Inherit;False;799.4725;322.7755;Time+Offset;7;791;769;786;785;784;783;782;;1,1,1,1;0;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;439;-832,-6032;Inherit;False;169;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;-560,-6032;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.NormalizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;443;-352,-6032;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;-848,-1664;Inherit;False;496;BlendedAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;497;-816,-1744;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;473;-496,-1568;Float;False;Property;_IndirectSpecularContribution;Indirect Specular Contribution;30;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;466;-112,-1712;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-832,-3024;Inherit;False;464;IndirectSpecHighlights;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;462;-832,-2864;Inherit;False;695;HalfLambert;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;461;-832,-2944;Inherit;False;463;DirectSpecHighlights;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;459;-464,-2960;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;457;-128,-2960;Inherit;False;SpecularHighlights;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;339;960,-3568;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;338;448,-3632;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;520;1968,-4976;Inherit;False;201;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;533;1936,-5184;Inherit;False;205;OverlayTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;595;1968,-4048;Inherit;False;207;OverlayNormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;592;2000,-3808;Inherit;False;203;MainNormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;599;2464,-3568;Inherit;False;340;OverlayCoverage;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;609;1968,-3728;Inherit;False;258;SurfaceNormalMapScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;614;432,-6080;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;615;432,-5920;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;617;688,-5888;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;618;928,-5888;Inherit;False;NormalLerp;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;628;-768,-1168;Inherit;False;618;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;629;896,-1024;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.WorldSpaceCameraPos, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;630;896,-832;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.DistanceOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;631;1152,-1024;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;632;1376,-880;Inherit;False;201;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;633;1568,-1024;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;634;1584,-880;Inherit;True;Property;_TextureSample5;Texture Sample 2;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;635;2000,-880;Inherit;False;Property;_SpecularInfluence;Specular Influence;45;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;637;896,-1264;Inherit;False;5;5;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;638;1888,-1264;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;639;2128,-1168;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;640;2368,-1264;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;641;640,-1264;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;642;320,-1168;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;643;-816,-864;Inherit;False;618;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;644;-592,-864;Inherit;False;SRP Additional Light;-1;;61164;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;645;-144,-864;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;646;-320,-864;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;647;0,-1040;Inherit;False;Property;_RimIntensity1;Rim Intensity;42;0;Create;True;0;0;0;False;0;False;0.2;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;648;320,-1040;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1000;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;649;-768,-528;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;650;-768,-352;Inherit;False;618;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ViewDirInputsCoordNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;651;-768,64;Inherit;False;World;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;652;-752,-80;Inherit;False;618;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;653;-592,-752;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;654;-320,160;Inherit;False;Property;_ViewEdgeThreshold;ViewEdgeThreshold;40;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;655;224,160;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;656;-32,160;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0.4;False;4;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;657;-512,-80;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;658;-320,-80;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;659;-96,-80;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;660;416,-80;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;661;-512,-448;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;662;-320,-448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;663;688,-448;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;664;416,-448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;665;1376,-1024;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;666;544,-1040;Inherit;False;0;1;FLOAT;0 Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;667;576,-944;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;668;80,-1232;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;669;-768,-1008;Inherit;False;Property;_RimSpread;Rim Spread;43;0;Create;True;0;0;0;False;0;False;0.2;0.2;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;670;-176,-1232;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;671;-464,-1088;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0.2;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;672;-304,-1168;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;673;1152,-816;Inherit;False;Property;_DistanceFade1;Distance Fade;46;0;Create;True;0;0;0;False;1;Space (8);False;12;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;674;-768,-1088;Inherit;False;Blinn-Phong Half Vector;-1;;61166;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;675;-544,-1232;Inherit;False;Constant;_Float2;Float 0;27;0;Create;True;0;0;0;False;0;False;-0.2;-0.1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;676;-128,336;Inherit;False;Property;_ViewEdgeSoftness;ViewEdgeSoftness;41;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;682;320,-6384;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;683;352,-6480;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;684;592,-6464;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;685;1008,-6464;Inherit;False;3;0;FLOAT;1;False;1;FLOAT;0.5;False;2;FLOAT;0.5;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;686;1264,-6464;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;687;704,-6320;Inherit;False;709;RampOffset;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;688;704,-6400;Inherit;False;710;RampScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;1488,-6464;Inherit;False;CEL Effect;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;690;-832,-6480;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2 Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;691;-832,-6336;Inherit;False;0;1;FLOAT;0 Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;692;-496,-6336;Inherit;False;Tangent;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;693;-496,-6480;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;694;-224,-6480;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;695;0,-6480;Inherit;False;HalfLambert;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;444;-112,-6032;Inherit;False;Normals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;214;-208,-4608;Inherit;False;197;TextureRamp;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;445;-208,-4528;Inherit;False;437;CEL Effect;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;64,-4608;Inherit;True;Property;_TextureRampRef;Texture Ramp Ref;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-208,-5024;Inherit;False;Constant;_DefaultTint;Default Tint;19;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;451;80,-4864;Inherit;False;Property;_EnableColorTint;Enable Color Tint;0;0;Create;True;0;0;0;False;2;Header(Color);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;453;400,-4992;Inherit;False;627;RimLight;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;455;272,-5168;Inherit;False;457;SpecularHighlights;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;456;544,-5184;Inherit;False;Property;_EnableSpecularHighlights;Enable Specular Highlights;24;0;Create;True;0;0;0;False;2;Header(Highlights);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1216,-4912;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;696;-832,-4240;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;697;-608,-4240;Inherit;False;SRP Additional Light;-1;;61167;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;698;-320,-4240;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;699;64,-4304;Inherit;True;Property;_TextureRamp2;Texture Ramp 1;0;1;[Header];Create;True;1;Textures;0;0;False;1;Space(8);False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;700;-160,-4240;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;701;-544,-4048;Inherit;False;709;RampOffset;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;702;-544,-4128;Inherit;False;710;RampScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;128,-4400;Inherit;False;167;BlendedTextures;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;976,-4864;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;446;432,-4608;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;703;432,-4304;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;447;624,-4608;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;704;816,-4608;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;448;400,-4400;Inherit;False;695;HalfLambert;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;1424,-4912;Inherit;False;CustomLighting;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;714;-832,-2400;Inherit;False;201;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;715;-768,-2080;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;716;-592,-2400;Inherit;True;Property;_TextureSample2;Texture Sample 1;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;717;192,-2480;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;718;-496,-2160;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;719;-16,-2192;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;-0.5;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;720;-16,-2304;Float;False;Property;_SpecularSmoothness1;Specular Smoothness;28;0;Create;True;0;0;0;False;0;False;0.01;0.04;0.001;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;722;384,-2336;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;724;576,-2336;Inherit;False;2;0;FLOAT3;0,0,0;False;1;COLOR;0.05,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SwizzleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;725;384,-2576;Inherit;False;FLOAT3;0;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;726;752,-2336;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;727;992,-2432;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;729;400,-2192;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;730;272,-2160;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;731;16,-2016;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;732;-496,-2016;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;733;-800,-2160;Inherit;False;Blinn-Phong Half Vector;-1;;61171;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;734;-272,-2016;Inherit;False;SRP Additional Light;-1;;61172;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;735;-528,-2496;Inherit;False;496;BlendedAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;723;0,-2576;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;463;1216,-2432;Inherit;False;DirectSpecHighlights;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;464;144,-1712;Inherit;False;IndirectSpecHighlights;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;199;4896,-6656;Inherit;False;DetailMask;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;205;4896,-6032;Inherit;False;OverlayTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;203;4896,-6240;Inherit;False;MainNormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;207;4896,-5824;Inherit;False;OverlayNormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;201;4896,-6448;Inherit;False;MainTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;197;4896,-6864;Inherit;False;TextureRamp;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;4656,-6864;Inherit;True;Property;_TextureRamp;Texture Ramp;2;3;[Header];[NoScaleOffset];[SingleLineTexture];Create;True;1;Textures;0;0;False;1;Space(8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;204;4656,-6032;Inherit;True;Property;_OverlayTexture;Overlay Texture;12;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space(8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;593;2000,-3648;Inherit;False;218;SurfaceTextureTiling;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;532;1936,-4880;Inherit;False;218;SurfaceTextureTiling;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;610;1936,-3968;Inherit;False;261;OverlayNormalMapScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;737;1936,-5088;Inherit;False;172;OverlayTextureTiling;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;739;1968,-3888;Inherit;False;172;OverlayTextureTiling;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;243;4112,-6640;Inherit;False;2;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;740;4112,-6848;Inherit;False;2;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;216;3744,-6848;Inherit;False;Property;_OverlayTextureTiling;Overlay Texture Tiling;13;0;Create;True;0;0;0;False;0;False;10.09175;9.2;0;20;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;172;4304,-6848;Inherit;False;OverlayTextureTiling;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;537;2256,-4976;Inherit;True;Cylindrical;World;False;Top Texture 2;_TopTexture2;white;-1;None;Mid Texture 2;_MidTexture2;white;-1;None;Bot Texture 2;_BotTexture2;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;573;2256,-5184;Inherit;True;Cylindrical;World;False;Top Texture 3;_TopTexture3;white;-1;None;Mid Texture 3;_MidTexture3;white;-1;None;Bot Texture 3;_BotTexture3;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;198;4656,-6656;Inherit;True;Property;_DetailMask;Detail Mask;16;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;728;-368,-2192;Float;False;Property;_SpecularSize1;Specular Size;26;0;Create;True;0;0;0;False;1;Space (8);False;0;-0.95;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;636;320,-1264;Inherit;False;679;RimLightColor;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;454;608,-5008;Inherit;False;Property;_EnableRimLighting1;Enable Rim Lighting;38;0;Create;True;0;0;0;False;2;Header (Rim Lighting);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;616;336,-5840;Inherit;False;Property;_NormalMapInfluence;Normal Map Influence;44;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;449;-208,-4832;Inherit;False;Property;_BaseTint;Base Tint;1;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;627;3040,-1056;Inherit;False;RimLight;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;721;-528,-2688;Float;False;Property;_SpecularTint1;Specular Tint;25;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0.5773503,0.5773503,0.5773503,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;736;-272,-2416;Inherit;False;Property;_SpecularIntensity;Specular Intensity;27;0;Create;True;0;0;0;False;0;False;0.5;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;2944,-6528;Inherit;False;109;CustomLighting;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;758;2832,-4048;Inherit;False;TriNormalOverlay;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;759;2832,-3568;Inherit;False;TriNormalMain;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;748;2352,-976;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;747;2768,-1056;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;764;-32,624;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;770;-816,624;Inherit;False;Property;_EmissionIntensity1;Emission Intensity;33;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;772;16,1024;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;392;-816,704;Inherit;False;199;DetailMask;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;393;-592,704;Inherit;True;Property;_TextureSample1;Texture Sample 1;18;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;765;-304,704;Inherit;False;396;EmissionColor;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;403;-304,816;Inherit;False;398;EmissionColorAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;405;1120,624;Inherit;False;Property;_EnableEmission;Enable Emission;31;0;Create;True;0;0;0;False;2;Header (Emission);Space (8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;789;2944,-6608;Inherit;False;788;Emission;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;677;2880,-6768;Inherit;False;Property;_Occlusion1;Occlusion;47;1;[Header];Create;True;1;Surface Options;0;0;False;1;Space(8);False;1;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;788;1504,624;Inherit;False;Emission;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;774;16,1184;Inherit;False;Property;_MinIntensity;Min Intensity;36;0;Create;True;0;0;0;False;0;False;0.75;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;775;16,1104;Inherit;False;Property;_MaxIntensity;Max Intensity;37;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;778;464,1104;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;779;464,1216;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;780;656,1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;781;848,1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;771;928,624;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;777;240,1328;Inherit;False;Constant;_Half;Half;30;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;773;272,1104;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;776;272,1216;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;782;-544,1040;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;783;-336,1040;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;784;-544,1120;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;785;-768,1120;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;786;-768,1040;Inherit;False;Property;_FlickerFrequency;Flicker Frequency;34;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;769;-544,1232;Inherit;False;Property;_FlickerScale;Flicker Scale;35;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;791;-176,1040;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.IndirectSpecularLight, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;472;-496,-1696;Inherit;False;World;3;0;FLOAT3;0,0,0;False;1;FLOAT;0.5;False;2;FLOAT;1;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;-448,-1776;Float;False;Constant;_Float5;Float 5;20;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;792;-816,-1584;Inherit;False;Property;_SpecularOcclusion;Specular Occlusion;29;0;Create;True;0;0;0;False;0;False;1;0;0;12;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;1184,-3568;Inherit;False;OverlayCoverage;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;544;736,-3568;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0.33;False;2;FLOAT;0.66;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;324;-128,-3728;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;348;-128,-3568;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;2;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;330;112,-3632;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;329;-224,-3376;Inherit;True;Property;_CovMask;Coverage Mask;13;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;0,0;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;345;-464,-3376;Inherit;False;199;DetailMask;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;760;-832,-3648;Inherit;False;758;TriNormalOverlay;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;761;-832,-3728;Inherit;False;759;TriNormalMain;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;331;112,-3376;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;575;384,-3520;Inherit;False;Property;_TransitionStart;Transition Start;20;0;Create;True;0;0;0;False;0;False;0.65;0.65;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;576;384,-3440;Inherit;False;Property;_TransitionEnd;Transition End;21;0;Create;True;0;0;0;False;0;False;0.35;0.35;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;746;-448,-3536;Inherit;False;Property;_OverlayCoverage;Overlay Coverage;18;0;Create;True;0;0;0;False;1;Space(8);False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;538;2448,-4720;Inherit;False;340;OverlayCoverage;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;522;2768,-5184;Inherit;False;Property;_EdgeWear1;Edge Wear;22;0;Create;True;1;Highlights;0;0;False;1;Space(8);False;1;0.792;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;543;2832,-4912;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;580;2832,-4768;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;528;3376,-5184;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;531;3568,-4976;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;524;3120,-5184;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;3;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;525;2768,-4576;Inherit;True;Property;_EdgeWearMaskTextureRef1;Edge Wear Mask Texture Ref;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;519;2544,-4576;Inherit;False;199;DetailMask;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;526;3104,-4528;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;535;3104,-4448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;578;3344,-4528;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;584;3344,-4448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;541;3760,-4768;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;529;3552,-4768;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;3;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;527;3232,-4768;Inherit;False;Property;_AmbientOcclusion;Ambient Occlusion;23;0;Create;True;0;0;0;False;0;False;1;0.816;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;542;4048,-4768;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;796;3072,-4880;Inherit;False;Property;_EnableCoverage1;Enable Coverage;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;795;True;True;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.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;591;2320,-3808;Inherit;True;Cylindrical;World;True;Top Texture 4;_TopTexture4;white;-1;None;Mid Texture 4;_MidTexture4;white;-1;None;Bot Texture 4;_BotTexture4;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;590;2896,-3808;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;4304,-4768;Inherit;False;BlendedTextures;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;496;4304,-4880;Inherit;False;BlendedAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;800;3136,-4048;Inherit;False;Property;_Keyword0;Keyword 0;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;795;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;806;3360,-3856;Inherit;True;Property;_TextureSample0;Texture Sample 0;46;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;True;Object;-1;Auto;Texture2D;False;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;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;803;4896,-5616;Inherit;False;MacroNormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;206;4656,-5824;Inherit;True;Property;_OverlayNormalMap;Overlay Normal Map;14;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;1;Space(8);False;None;None;True;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;202;4656,-6240;Inherit;True;Property;_SurfaceNormalMap;Surface Normal Map;10;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;1;Space(8);False;None;None;True;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;200;4656,-6448;Inherit;True;Property;_SurfaceTexture;Surface Texture;8;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;795;3056,-4976;Inherit;False;Property;_EnableCoverage;Enable Coverage;17;0;Create;True;0;0;0;False;2;Header(Coverage Options);Space(8);False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;755;-592,-3728;Inherit;False;Property;_CoverageMaskSource;Coverage Mask Source;19;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;SurfaceNormalMap;OverlayNormalMap;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;680;4304,-5904;Inherit;False;RimLightAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;711;3840,-5792;Inherit;False;Property;_RampScale;Ramp Scale;3;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;712;3840,-5696;Inherit;False;Property;_RampOffset;Ramp Offset;4;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;709;4304,-5696;Inherit;False;RampOffset;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;710;4304,-5792;Inherit;False;RampScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;679;4304,-6016;Inherit;False;RimLightColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;398;4304,-6128;Inherit;False;EmissionColorAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;396;4304,-6240;Inherit;False;EmissionColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;362;3840,-6240;Inherit;False;Property;_EmissionColor;Emission Color;32;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;0,0,0,0;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;678;3840,-6016;Inherit;False;Property;_RimLightColor;Rim Light Color;39;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;260;3792,-6448;Inherit;False;Property;_OverlayNormalScale;Overlay Normal Scale;15;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;4304,-6448;Inherit;False;OverlayNormalMapScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;257;3792,-6528;Inherit;False;Property;_SurfaceNormalScale;Surface Normal Scale;11;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;807;3792,-6368;Inherit;False;Property;_MacroNormalScale;Macro Normal Scale;7;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;808;4304,-6368;Inherit;False;MacroNormalMapScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;258;4304,-6528;Inherit;False;SurfaceNormalMapScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;218;4304,-6640;Inherit;False;SurfaceTextureTiling;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;804;3136,-3856;Inherit;False;803;MacroNormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;809;3104,-3760;Inherit;False;808;MacroNormalMapScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;4288,-4048;Inherit;False;BlendedNormals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.BlendNormalsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;805;3664,-3936;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;810;3904,-4048;Inherit;False;Property;_EnableMacroNormals;Enable Macro Normals;5;0;Create;True;0;0;0;False;1;Space(8);False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;802;4656,-5616;Inherit;True;Property;_MacroNormalMap;Macro Normal Map;6;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;44;3744,-6640;Inherit;False;Property;_SurfaceTextureTiling;Surface Texture Tiling;9;0;Create;True;0;0;0;False;0;False;2;8.9;0.001;512;0;1;FLOAT;0 Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;594;2320,-4048;Inherit;True;Cylindrical;World;True;Top Texture 5;_TopTexture5;white;-1;None;Mid Texture 5;_MidTexture5;white;-1;None;Bot Texture 5;_BotTexture5;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;506;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;0;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;3264,-6864;Float;False;True;-1;3;UnityEditor.ShaderGraphLitGUI;0;15;ToonScapes/URP/Stone;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=SimpleLit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;51;Category;0;0; Instanced Terrain Normals;1;0;Lighting Model;1;639046412411426532;Workflow;0;0;Surface;0;0; Keep Alpha;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Alpha Clipping;0;639046412434242284; Use Shadow Threshold;0;0;Fragment Normal Space;0;0;Forward Only;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;639056809467599434;Receive Shadows;2;0;Specular Highlights;0;639046412464038104;Environment Reflections;2;0;Receive SSAO;1;639056812780020420;Motion Vectors;0;0; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;639056812810836558;LOD CrossFade;1;639056812823351191;Built-in Fog;1;639056669117530347;_FinalColorxAlpha;0;0;Meta Pass;0;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;Debug Display;0;0;Clear Coat;0;0;0;12;False;True;True;True;False;True;True;True;True;True;False;False;False;;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;508;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;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;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;509;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;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;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;510;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;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;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;511;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;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;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;512;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;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;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;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;True;1;False;;True;3;False;;False;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;513;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;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;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=UniversalGBuffer;False;True;12;d3d11;gles;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;switch2;webgpu;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;514;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;515;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;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;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;516;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;MotionVectors;0;10;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;517;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;XRMotionVectors;0;11;XRMotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;624;416,-576;Inherit;False;128;100;RimFromLight;0;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;625;416,-208;Inherit;False;159;100;ViewEdge;0;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;626;688,-576;Inherit;False;128;100;RimMask;0;;1,1,1,1;0;0 WireConnection;442;0;439;0 WireConnection;443;0;442;0 WireConnection;466;0;471;0 WireConnection;466;1;472;0 WireConnection;466;2;473;0 WireConnection;459;0;460;0 WireConnection;459;1;461;0 WireConnection;459;2;462;0 WireConnection;457;0;459;0 WireConnection;339;0;544;0 WireConnection;338;0;330;0 WireConnection;338;1;331;0 WireConnection;617;0;614;0 WireConnection;617;1;615;0 WireConnection;617;2;616;0 WireConnection;618;0;617;0 WireConnection;631;0;629;0 WireConnection;631;1;630;0 WireConnection;633;0;665;0 WireConnection;634;0;632;0 WireConnection;637;0;641;0 WireConnection;637;1;666;0 WireConnection;637;2;667;0 WireConnection;637;3;663;0 WireConnection;637;4;642;0 WireConnection;638;0;637;0 WireConnection;638;1;633;0 WireConnection;639;0;638;0 WireConnection;639;1;634;4 WireConnection;640;0;638;0 WireConnection;640;1;639;0 WireConnection;640;2;635;0 WireConnection;641;0;636;0 WireConnection;641;1;648;0 WireConnection;642;0;668;0 WireConnection;644;11;643;0 WireConnection;645;0;646;0 WireConnection;645;1;653;0 WireConnection;646;0;644;0 WireConnection;648;0;647;0 WireConnection;655;0;656;0 WireConnection;655;1;676;0 WireConnection;656;0;654;0 WireConnection;657;0;652;0 WireConnection;657;1;651;0 WireConnection;658;0;657;0 WireConnection;659;0;658;0 WireConnection;660;0;659;0 WireConnection;660;1;656;0 WireConnection;660;2;655;0 WireConnection;661;0;649;0 WireConnection;661;1;650;0 WireConnection;662;0;661;0 WireConnection;663;0;664;0 WireConnection;663;1;660;0 WireConnection;664;0;662;0 WireConnection;665;0;631;0 WireConnection;665;2;673;0 WireConnection;668;0;670;0 WireConnection;668;1;645;0 WireConnection;670;0;675;0 WireConnection;670;1;672;0 WireConnection;671;0;674;0 WireConnection;671;1;669;0 WireConnection;672;0;628;0 WireConnection;672;1;671;0 WireConnection;684;0;683;0 WireConnection;684;1;682;0 WireConnection;685;0;684;0 WireConnection;685;1;688;0 WireConnection;685;2;687;0 WireConnection;686;0;685;0 WireConnection;437;0;686;0 WireConnection;693;0;690;0 WireConnection;693;1;691;0 WireConnection;694;0;693;0 WireConnection;694;1;692;0 WireConnection;695;0;694;0 WireConnection;444;0;443;0 WireConnection;155;0;214;0 WireConnection;155;1;445;0 WireConnection;451;1;450;0 WireConnection;451;0;449;0 WireConnection;456;0;455;0 WireConnection;166;0;456;0 WireConnection;166;1;454;0 WireConnection;166;2;452;0 WireConnection;697;11;696;0 WireConnection;698;0;697;0 WireConnection;699;0;214;0 WireConnection;699;1;700;0 WireConnection;700;0;698;0 WireConnection;700;1;702;0 WireConnection;700;2;701;0 WireConnection;452;0;451;0 WireConnection;452;1;704;0 WireConnection;446;0;155;0 WireConnection;446;1;181;0 WireConnection;703;0;181;0 WireConnection;703;1;699;0 WireConnection;447;0;446;0 WireConnection;447;1;448;0 WireConnection;704;0;447;0 WireConnection;704;1;703;0 WireConnection;109;0;166;0 WireConnection;716;0;714;0 WireConnection;717;0;723;0 WireConnection;718;0;733;0 WireConnection;718;1;715;0 WireConnection;719;0;728;0 WireConnection;722;0;717;0 WireConnection;722;1;720;0 WireConnection;724;0;729;0 WireConnection;724;1;722;0 WireConnection;725;0;723;0 WireConnection;726;0;724;0 WireConnection;727;0;725;0 WireConnection;727;1;726;0 WireConnection;729;0;719;0 WireConnection;729;1;730;0 WireConnection;730;0;718;0 WireConnection;730;1;731;0 WireConnection;731;0;734;0 WireConnection;734;11;732;0 WireConnection;723;0;721;0 WireConnection;723;1;735;0 WireConnection;723;2;736;0 WireConnection;463;0;727;0 WireConnection;464;0;466;0 WireConnection;199;0;198;0 WireConnection;205;0;204;0 WireConnection;203;0;202;0 WireConnection;207;0;206;0 WireConnection;201;0;200;0 WireConnection;197;0;196;0 WireConnection;243;1;44;0 WireConnection;740;1;216;0 WireConnection;172;0;740;0 WireConnection;537;0;520;0 WireConnection;537;1;520;0 WireConnection;537;2;520;0 WireConnection;537;3;532;0 WireConnection;573;0;533;0 WireConnection;573;1;533;0 WireConnection;573;2;533;0 WireConnection;573;3;737;0 WireConnection;454;0;453;0 WireConnection;627;0;747;0 WireConnection;758;0;594;0 WireConnection;759;0;591;0 WireConnection;747;0;640;0 WireConnection;747;1;748;4 WireConnection;764;0;770;0 WireConnection;764;1;393;2 WireConnection;764;2;765;0 WireConnection;764;3;403;0 WireConnection;772;0;791;0 WireConnection;393;0;392;0 WireConnection;405;0;771;0 WireConnection;788;0;405;0 WireConnection;778;0;773;0 WireConnection;778;1;777;0 WireConnection;779;0;776;0 WireConnection;779;1;777;0 WireConnection;780;0;772;0 WireConnection;780;1;778;0 WireConnection;781;0;780;0 WireConnection;781;1;779;0 WireConnection;771;0;764;0 WireConnection;771;1;781;0 WireConnection;773;0;775;0 WireConnection;773;1;774;0 WireConnection;776;0;775;0 WireConnection;776;1;774;0 WireConnection;782;0;786;0 WireConnection;783;0;782;0 WireConnection;783;1;784;0 WireConnection;784;0;785;1 WireConnection;784;1;785;3 WireConnection;791;0;783;0 WireConnection;791;1;769;0 WireConnection;472;0;497;0 WireConnection;472;1;488;0 WireConnection;472;2;792;0 WireConnection;340;0;339;0 WireConnection;544;0;338;0 WireConnection;544;1;575;0 WireConnection;544;2;576;0 WireConnection;324;0;755;0 WireConnection;348;0;746;0 WireConnection;330;0;324;2 WireConnection;330;1;348;0 WireConnection;329;0;345;0 WireConnection;331;0;329;4 WireConnection;543;0;573;0 WireConnection;543;1;537;0 WireConnection;543;2;538;0 WireConnection;580;0;573;4 WireConnection;580;1;537;4 WireConnection;580;2;538;0 WireConnection;528;0;524;0 WireConnection;528;1;795;0 WireConnection;531;0;528;0 WireConnection;531;1;795;0 WireConnection;531;2;578;0 WireConnection;524;0;522;0 WireConnection;525;0;519;0 WireConnection;526;0;525;1 WireConnection;535;0;525;3 WireConnection;578;0;526;0 WireConnection;584;0;535;0 WireConnection;541;0;529;0 WireConnection;541;1;531;0 WireConnection;529;0;527;0 WireConnection;542;0;541;0 WireConnection;542;1;531;0 WireConnection;542;2;584;0 WireConnection;796;1;537;4 WireConnection;796;0;580;0 WireConnection;591;0;592;0 WireConnection;591;1;592;0 WireConnection;591;2;592;0 WireConnection;591;8;609;0 WireConnection;591;3;593;0 WireConnection;590;0;594;0 WireConnection;590;1;591;0 WireConnection;590;2;599;0 WireConnection;167;0;542;0 WireConnection;496;0;796;0 WireConnection;800;1;591;0 WireConnection;800;0;590;0 WireConnection;806;0;804;0 WireConnection;806;5;809;0 WireConnection;803;0;802;0 WireConnection;795;1;537;0 WireConnection;795;0;543;0 WireConnection;755;1;761;0 WireConnection;755;0;760;0 WireConnection;680;0;678;4 WireConnection;709;0;712;0 WireConnection;710;0;711;0 WireConnection;679;0;678;5 WireConnection;398;0;362;4 WireConnection;396;0;362;5 WireConnection;261;0;260;0 WireConnection;808;0;807;0 WireConnection;258;0;257;0 WireConnection;218;0;243;0 WireConnection;169;0;810;0 WireConnection;805;0;800;0 WireConnection;805;1;806;0 WireConnection;810;1;800;0 WireConnection;810;0;805;0 WireConnection;594;0;595;0 WireConnection;594;1;595;0 WireConnection;594;2;595;0 WireConnection;594;8;610;0 WireConnection;594;3;739;0 WireConnection;507;0;170;0 WireConnection;507;5;677;0 WireConnection;507;2;789;0 ASEEND*/ //CHKSM=F2C84F511C5EACC566DB656C570752E38662639B