// Made with Amplify Shader Editor v1.9.9.8 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ToonScapes/URP/Terrain AddPass" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture( "_TerrainHolesTexture", 2D ) = "white" {} [HideInInspector] _Splat3( "Splat3", 2D ) = "white" {} [HideInInspector] _Control( "Control", 2D ) = "white" {} [HideInInspector] _Splat2( "Splat2", 2D ) = "white" {} [HideInInspector] _Splat1( "Splat1", 2D ) = "white" {} [HideInInspector] _Splat0( "Splat0", 2D ) = "white" {} [HideInInspector] _Normal0( "Normal0", 2D ) = "white" {} [HideInInspector] _Normal1( "Normal1", 2D ) = "white" {} [HideInInspector] _Normal2( "Normal2", 2D ) = "white" {} [HideInInspector] _Normal3( "Normal3", 2D ) = "white" {} [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)] _TextureRamp3( "Texture Ramp", 2D ) = "white" {} _RampScale( "Ramp Scale", Range( 0, 1 ) ) = 0.5 _RampOffset( "Ramp Offset", Range( 0, 1 ) ) = 0.5 _NormalScale( "Normal Scale", Range( 0, 5 ) ) = 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 _IndirectSpecularContribution1( "Indirect Specular Contribution", Range( 0, 1 ) ) = 1 [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 [KeywordEnum(Vertex, Pixel)] _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+2001" "UniversalMaterialType"="SimpleLit" "DisableBatching"="False" "IgnoreProjector"="True" "TerrainCompatible"="True" "AlwaysRenderMotionVectors"="false" } 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" "DisableBatching"="False" "IgnoreProjector"="True" "TerrainCompatible"="True" "AlwaysRenderMotionVectors"="false" } Blend OneMinusDstColor One, One One ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #pragma shader_feature _INSTANCEDTERRAINNORMALS_PIXEL #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_TEXTURE_COORDINATES1 #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON #pragma shader_feature_local _ENABLECOLORTINT_ON #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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 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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 _Normal0; sampler2D _Splat0; sampler2D _Control; sampler2D _Normal1; sampler2D _Splat1; sampler2D _Normal2; sampler2D _Splat2; sampler2D _Normal3; sampler2D _Splat3; sampler2D _TerrainHolesTexture; sampler2D _TextureRamp3; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing half4 CalculateShadowMask343_g61170( ) { #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_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; } void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.texcoord ); #endif float2 break956_g61172 = _Control_ST.zw; float2 appendResult959_g61172 = (float2(( break956_g61172.x + 0.001 ) , ( break956_g61172.y + 0.0001 ))); float2 vertexToFrag961_g61172 = ( ( input.texcoord.xy * _Control_ST.xy ) + appendResult959_g61172 ); output.ase_texcoord7.zw = vertexToFrag961_g61172; output.ase_texcoord7.xy = input.texcoord.xy; #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 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 #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.texcoord ); #endif 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 #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; float4 ControlFinal724_g61172 = float4( 1, 1, 1, 1 ); float2 uv_Splat0 = input.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw; float4 tex2DNode2_g61172 = tex2D( _Normal0, uv_Splat0 ); float _HeightA279_g61172 = tex2DNode2_g61172.a; float smoothstepResult810_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult933_g61172 = clamp( smoothstepResult810_g61172 , 0.001 , 0.999 ); float2 vertexToFrag961_g61172 = input.ase_texcoord7.zw; float4 tex2DNode5_g61172 = tex2D( _Control, vertexToFrag961_g61172 ); float _MaskA481_g61172 = tex2DNode5_g61172.r; float clampResult830_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_829_0_g61172 = ( clampResult933_g61172 * clampResult830_g61172 ); float3 break635_g61172 = tex2DNode2_g61172.rgb; float2 appendResult655_g61172 = (float2(( ( break635_g61172.x * 2.0 ) - 1.0 ) , ( ( break635_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult656_g61172 = (float3(appendResult655_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break635_g61172.x * break635_g61172.x ) + ( break635_g61172.y * break635_g61172.y ) ) ) ) ))); float3 _UnpackedNormalA720_g61172 = appendResult656_g61172; float2 uv_Splat1 = input.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw; float4 tex2DNode1_g61172 = tex2D( _Normal1, uv_Splat1 ); float _HeightB280_g61172 = tex2DNode1_g61172.a; float smoothstepResult812_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult934_g61172 = clamp( smoothstepResult812_g61172 , 0.001 , 0.999 ); float _MaskB482_g61172 = tex2DNode5_g61172.g; float clampResult832_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_826_0_g61172 = ( clampResult934_g61172 * clampResult832_g61172 ); float3 break657_g61172 = tex2DNode1_g61172.rgb; float2 appendResult664_g61172 = (float2(( ( break657_g61172.x * 2.0 ) - 1.0 ) , ( ( break657_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult673_g61172 = (float3(appendResult664_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break657_g61172.x * break657_g61172.x ) + ( break657_g61172.y * break657_g61172.y ) ) ) ) ))); float3 _UnpackedNormalB721_g61172 = appendResult673_g61172; float2 uv_Splat2 = input.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw; float4 tex2DNode10_g61172 = tex2D( _Normal2, uv_Splat2 ); float _HeightC281_g61172 = tex2DNode10_g61172.a; float smoothstepResult811_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult935_g61172 = clamp( smoothstepResult811_g61172 , 0.001 , 0.999 ); float _MaskC483_g61172 = tex2DNode5_g61172.b; float clampResult831_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_827_0_g61172 = ( clampResult935_g61172 * clampResult831_g61172 ); float3 break676_g61172 = tex2DNode10_g61172.rgb; float2 appendResult683_g61172 = (float2(( ( break676_g61172.x * 2.0 ) - 1.0 ) , ( ( break676_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult692_g61172 = (float3(appendResult683_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break676_g61172.x * break676_g61172.x ) + ( break676_g61172.y * break676_g61172.y ) ) ) ) ))); float3 _UnpackedNormalC722_g61172 = appendResult692_g61172; float2 uv_Splat3 = input.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw; float4 tex2DNode11_g61172 = tex2D( _Normal3, uv_Splat3 ); float _HeightD282_g61172 = tex2DNode11_g61172.a; float smoothstepResult813_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult936_g61172 = clamp( smoothstepResult813_g61172 , 0.001 , 0.999 ); float _MaskD484_g61172 = tex2DNode5_g61172.a; float clampResult833_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_828_0_g61172 = ( clampResult936_g61172 * clampResult833_g61172 ); float3 break695_g61172 = tex2DNode11_g61172.rgb; float2 appendResult702_g61172 = (float2(( ( break695_g61172.x * 2.0 ) - 1.0 ) , ( ( break695_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult711_g61172 = (float3(appendResult702_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break695_g61172.x * break695_g61172.x ) + ( break695_g61172.y * break695_g61172.y ) ) ) ) ))); float3 _UnpackedNormalD723_g61172 = appendResult711_g61172; float4 weightedBlendVar840_g61172 = ControlFinal724_g61172; float3 weightedBlend840_g61172 = ( weightedBlendVar840_g61172.x*( temp_output_829_0_g61172 * _UnpackedNormalA720_g61172 ) + weightedBlendVar840_g61172.y*( temp_output_826_0_g61172 * _UnpackedNormalB721_g61172 ) + weightedBlendVar840_g61172.z*( temp_output_827_0_g61172 * _UnpackedNormalC722_g61172 ) + weightedBlendVar840_g61172.w*( temp_output_828_0_g61172 * _UnpackedNormalD723_g61172 ) ); float4 weightedBlendVar841_g61172 = ControlFinal724_g61172; float weightedBlend841_g61172 = ( weightedBlendVar841_g61172.x*temp_output_829_0_g61172 + weightedBlendVar841_g61172.y*temp_output_826_0_g61172 + weightedBlendVar841_g61172.z*temp_output_827_0_g61172 + weightedBlendVar841_g61172.w*temp_output_828_0_g61172 ); float3 FinalNormal765_g61172 = ( weightedBlend840_g61172 / max( weightedBlend841_g61172, 0.001 ) ); float3 temp_output_61_0_g61172 = FinalNormal765_g61172; float3 Normal554 = temp_output_61_0_g61172; 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 tanNormal591 = ( Normal554 * _NormalScale ); float3 worldNormal591 = normalize( float3( dot( tanToWorld0, tanNormal591 ), dot( tanToWorld1, tanNormal591 ), dot( tanToWorld2, tanNormal591 ) ) ); float3 normalizeResult592 = normalize( worldNormal591 ); float3 Normals667 = normalizeResult592; float smoothstepResult859_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult937_g61172 = clamp( smoothstepResult859_g61172 , 0.001 , 0.999 ); float clampResult879_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_878_0_g61172 = ( clampResult937_g61172 * clampResult879_g61172 ); float4 tex2DNode4_g61172 = tex2D( _Splat0, uv_Splat0 ); float _LayerAlphaA778_g61172 = tex2DNode4_g61172.a; float smoothstepResult861_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult938_g61172 = clamp( smoothstepResult861_g61172 , 0.001 , 0.999 ); float clampResult881_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_875_0_g61172 = ( clampResult938_g61172 * clampResult881_g61172 ); float4 tex2DNode3_g61172 = tex2D( _Splat1, uv_Splat1 ); float _LayerAlphaB779_g61172 = tex2DNode3_g61172.a; float smoothstepResult860_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult939_g61172 = clamp( smoothstepResult860_g61172 , 0.001 , 0.999 ); float clampResult880_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_876_0_g61172 = ( clampResult939_g61172 * clampResult880_g61172 ); float4 tex2DNode6_g61172 = tex2D( _Splat2, uv_Splat2 ); float _LayerAlphaC780_g61172 = tex2DNode6_g61172.a; float smoothstepResult862_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult940_g61172 = clamp( smoothstepResult862_g61172 , 0.001 , 0.999 ); float clampResult882_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_877_0_g61172 = ( clampResult940_g61172 * clampResult882_g61172 ); float4 tex2DNode7_g61172 = tex2D( _Splat3, uv_Splat3 ); float _LayerAlphaD781_g61172 = tex2DNode7_g61172.a; float4 weightedBlendVar887_g61172 = ControlFinal724_g61172; float weightedBlend887_g61172 = ( weightedBlendVar887_g61172.x*( temp_output_878_0_g61172 * _LayerAlphaA778_g61172 ) + weightedBlendVar887_g61172.y*( temp_output_875_0_g61172 * _LayerAlphaB779_g61172 ) + weightedBlendVar887_g61172.z*( temp_output_876_0_g61172 * _LayerAlphaC780_g61172 ) + weightedBlendVar887_g61172.w*( temp_output_877_0_g61172 * _LayerAlphaD781_g61172 ) ); float4 weightedBlendVar888_g61172 = ControlFinal724_g61172; float weightedBlend888_g61172 = ( weightedBlendVar888_g61172.x*temp_output_878_0_g61172 + weightedBlendVar888_g61172.y*temp_output_875_0_g61172 + weightedBlendVar888_g61172.z*temp_output_876_0_g61172 + weightedBlendVar888_g61172.w*temp_output_877_0_g61172 ); float FinalSmoothness897_g61172 = ( weightedBlend887_g61172 / max( weightedBlend888_g61172, 0.001 ) ); float Smoothness533 = FinalSmoothness897_g61172; half3 reflectVector654 = reflect( -ViewDirWS, Normals667 ); float3 indirectSpecular654 = GlossyEnvironmentReflection( reflectVector654, PositionWS, 1.0 - Smoothness533, _SpecularOcclusion, ScreenPosNorm.xy ); float3 lerpResult594 = lerp( temp_cast_0 , indirectSpecular654 , _IndirectSpecularContribution1); float3 IndirectSpecHighlights664 = lerpResult594; float4 temp_output_638_0 = ( _SpecularTint1 * Smoothness533 * _SpecularIntensity ); float3 normalizeResult4_g61169 = normalize( ( ViewDirWS + _MainLightPosition.xyz ) ); float dotResult636 = dot( normalizeResult4_g61169 , Normals667 ); float3 WorldPosition288_g61170 = PositionWS; float3 WorldPosition337_g61170 = WorldPosition288_g61170; float2 ScreenUV286_g61170 = (ScreenPosNorm).xy; float2 ScreenUV337_g61170 = ScreenUV286_g61170; float3 WorldNormal281_g61170 = Normals667; float3 WorldNormal337_g61170 = WorldNormal281_g61170; half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170(); float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170; float4 ShadowMask337_g61170 = ShadowMask360_g61170; float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 ); float4 DirectSpecHighlights650 = ( float4( (temp_output_638_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult636 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_638_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 bakedGI618 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI618, half4( 0, 0, 0, 0 ) ); float4 HalfLambert621 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI618 , 0.0 ) ); float4 SpecularHighlights666 = ( float4( IndirectSpecHighlights664 , 0.0 ) * DirectSpecHighlights650 * HalfLambert621 ); #ifdef _ENABLESPECULARHIGHLIGHTS_ON float4 staticSwitch649 = SpecularHighlights666; #else float4 staticSwitch649 = float4( 0,0,0,0 ); #endif float4 color599 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 ); #ifdef _ENABLECOLORTINT_ON float4 staticSwitch656 = _BaseTint; #else float4 staticSwitch656 = color599; #endif float smoothstepResult591_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult944_g61172 = clamp( smoothstepResult591_g61172 , 0.001 , 0.999 ); float clampResult603_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_597_0_g61172 = ( clampResult944_g61172 * clampResult603_g61172 ); float4 _LayerA287_g61172 = tex2DNode4_g61172; float smoothstepResult594_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult943_g61172 = clamp( smoothstepResult594_g61172 , 0.001 , 0.999 ); float clampResult604_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_598_0_g61172 = ( clampResult943_g61172 * clampResult604_g61172 ); float4 _LayerB300_g61172 = tex2DNode3_g61172; float smoothstepResult595_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult942_g61172 = clamp( smoothstepResult595_g61172 , 0.001 , 0.999 ); float clampResult605_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_599_0_g61172 = ( clampResult942_g61172 * clampResult605_g61172 ); float4 _LayerC301_g61172 = tex2DNode6_g61172; float smoothstepResult596_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult941_g61172 = clamp( smoothstepResult596_g61172 , 0.001 , 0.999 ); float clampResult606_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_600_0_g61172 = ( clampResult941_g61172 * clampResult606_g61172 ); float4 _LayerD302_g61172 = tex2DNode7_g61172; float4 weightedBlendVar619_g61172 = ControlFinal724_g61172; float4 weightedBlend619_g61172 = ( weightedBlendVar619_g61172.x*( temp_output_597_0_g61172 * _LayerA287_g61172 ) + weightedBlendVar619_g61172.y*( temp_output_598_0_g61172 * _LayerB300_g61172 ) + weightedBlendVar619_g61172.z*( temp_output_599_0_g61172 * _LayerC301_g61172 ) + weightedBlendVar619_g61172.w*( temp_output_600_0_g61172 * _LayerD302_g61172 ) ); float4 weightedBlendVar620_g61172 = ControlFinal724_g61172; float weightedBlend620_g61172 = ( weightedBlendVar620_g61172.x*temp_output_597_0_g61172 + weightedBlendVar620_g61172.y*temp_output_598_0_g61172 + weightedBlendVar620_g61172.z*temp_output_599_0_g61172 + weightedBlendVar620_g61172.w*temp_output_600_0_g61172 ); float4 FinalAlbedo479_g61172 = ( weightedBlend619_g61172 / max( weightedBlend620_g61172, 0.001 ) ); float4 temp_output_60_0_g61172 = FinalAlbedo479_g61172; float4 localClipHoles100_g61172 = ( temp_output_60_0_g61172 ); float2 uv_TerrainHolesTexture = input.ase_texcoord7.xy * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw; float holeClipValue99_g61172 = tex2D( _TerrainHolesTexture, uv_TerrainHolesTexture ).r; float Hole100_g61172 = holeClipValue99_g61172; { #ifdef _ALPHATEST_ON clip(Hole100_g61172 == 0.0f ? -1 : 1); #endif } float4 Albedo536 = localClipHoles100_g61172; float3 WorldPosition288_g61167 = PositionWS; float3 WorldPosition337_g61167 = WorldPosition288_g61167; float2 ScreenUV286_g61167 = (ScreenPosNorm).xy; float2 ScreenUV337_g61167 = ScreenUV286_g61167; float3 WorldNormal281_g61167 = Normals667; 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 ); float RampScale630 = _RampScale; float RampOffset629 = _RampOffset; float3 BaseColor = ( staticSwitch649 + ( staticSwitch656 * ( ( ( Albedo536 * tex2D( _TextureRamp3, IndirectSpecHighlights664.xy ) ) * HalfLambert621 ) + ( Albedo536 * tex2D( _TextureRamp3, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale630 + RampOffset629).xy ) ) ) ) ).rgb; float3 Normal = float3(0, 0, 1); float3 Specular = 0.5; float Metallic = 0; float Smoothness = 0.5; float Occlusion = _Occlusion1; float3 Emission = 0; 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 _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #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 #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing float3 _LightDirection; float3 _LightPosition; void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #endif } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.ase_texcoord ); #endif output.ase_texcoord1 = input.ase_texcoord; #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; float4 ase_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.ase_texcoord = input.ase_texcoord; #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.ase_texcoord ); #endif 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; #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 _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #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 #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.ase_texcoord ); #endif output.ase_texcoord1 = input.ase_texcoord; #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; 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; #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.ase_texcoord ); #endif 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; #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 "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma shader_feature EDITOR_VISUALIZATION #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_META #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.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/ShaderLibrary/MetaInput.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_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_TEXTURE_COORDINATES1 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES2 #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON #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 _ENABLECOLORTINT_ON #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD1; float4 LightCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; float4 lightmapUVOrVertexSH : TEXCOORD8; float4 dynamicLightmapUV : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 _Normal0; sampler2D _Splat0; sampler2D _Control; sampler2D _Normal1; sampler2D _Splat1; sampler2D _Normal2; sampler2D _Splat2; sampler2D _Normal3; sampler2D _Splat3; sampler2D _TerrainHolesTexture; sampler2D _TextureRamp3; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing half4 CalculateShadowMask343_g61170( ) { #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_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; } void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.texcoord ); #endif float2 break956_g61172 = _Control_ST.zw; float2 appendResult959_g61172 = (float2(( break956_g61172.x + 0.001 ) , ( break956_g61172.y + 0.0001 ))); float2 vertexToFrag961_g61172 = ( ( input.texcoord.xy * _Control_ST.xy ) + appendResult959_g61172 ); output.ase_texcoord3.zw = vertexToFrag961_g61172; float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz ); output.ase_texcoord4.xyz = ase_tangentWS; float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS ); output.ase_texcoord5.xyz = ase_normalWS; 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_texcoord6.xyz = ase_bitangentWS; float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); output.ase_texcoord7 = 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.ase_texcoord3.xy = input.texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord4.w = 0; output.ase_texcoord5.w = 0; output.ase_texcoord6.w = 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; #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; UnityEditorVizData(input.positionOS.xyz, input.texcoord.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); output.VizUV = float4(VizUV, 0, 0); output.LightCoord = LightCoord; #endif output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); output.positionWS = TransformObjectToWorld( input.positionOS.xyz ); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( 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; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.texcoord ); #endif 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; 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; #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 ); float4 ControlFinal724_g61172 = float4( 1, 1, 1, 1 ); float2 uv_Splat0 = input.ase_texcoord3.xy * _Splat0_ST.xy + _Splat0_ST.zw; float4 tex2DNode2_g61172 = tex2D( _Normal0, uv_Splat0 ); float _HeightA279_g61172 = tex2DNode2_g61172.a; float smoothstepResult810_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult933_g61172 = clamp( smoothstepResult810_g61172 , 0.001 , 0.999 ); float2 vertexToFrag961_g61172 = input.ase_texcoord3.zw; float4 tex2DNode5_g61172 = tex2D( _Control, vertexToFrag961_g61172 ); float _MaskA481_g61172 = tex2DNode5_g61172.r; float clampResult830_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_829_0_g61172 = ( clampResult933_g61172 * clampResult830_g61172 ); float3 break635_g61172 = tex2DNode2_g61172.rgb; float2 appendResult655_g61172 = (float2(( ( break635_g61172.x * 2.0 ) - 1.0 ) , ( ( break635_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult656_g61172 = (float3(appendResult655_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break635_g61172.x * break635_g61172.x ) + ( break635_g61172.y * break635_g61172.y ) ) ) ) ))); float3 _UnpackedNormalA720_g61172 = appendResult656_g61172; float2 uv_Splat1 = input.ase_texcoord3.xy * _Splat1_ST.xy + _Splat1_ST.zw; float4 tex2DNode1_g61172 = tex2D( _Normal1, uv_Splat1 ); float _HeightB280_g61172 = tex2DNode1_g61172.a; float smoothstepResult812_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult934_g61172 = clamp( smoothstepResult812_g61172 , 0.001 , 0.999 ); float _MaskB482_g61172 = tex2DNode5_g61172.g; float clampResult832_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_826_0_g61172 = ( clampResult934_g61172 * clampResult832_g61172 ); float3 break657_g61172 = tex2DNode1_g61172.rgb; float2 appendResult664_g61172 = (float2(( ( break657_g61172.x * 2.0 ) - 1.0 ) , ( ( break657_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult673_g61172 = (float3(appendResult664_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break657_g61172.x * break657_g61172.x ) + ( break657_g61172.y * break657_g61172.y ) ) ) ) ))); float3 _UnpackedNormalB721_g61172 = appendResult673_g61172; float2 uv_Splat2 = input.ase_texcoord3.xy * _Splat2_ST.xy + _Splat2_ST.zw; float4 tex2DNode10_g61172 = tex2D( _Normal2, uv_Splat2 ); float _HeightC281_g61172 = tex2DNode10_g61172.a; float smoothstepResult811_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult935_g61172 = clamp( smoothstepResult811_g61172 , 0.001 , 0.999 ); float _MaskC483_g61172 = tex2DNode5_g61172.b; float clampResult831_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_827_0_g61172 = ( clampResult935_g61172 * clampResult831_g61172 ); float3 break676_g61172 = tex2DNode10_g61172.rgb; float2 appendResult683_g61172 = (float2(( ( break676_g61172.x * 2.0 ) - 1.0 ) , ( ( break676_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult692_g61172 = (float3(appendResult683_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break676_g61172.x * break676_g61172.x ) + ( break676_g61172.y * break676_g61172.y ) ) ) ) ))); float3 _UnpackedNormalC722_g61172 = appendResult692_g61172; float2 uv_Splat3 = input.ase_texcoord3.xy * _Splat3_ST.xy + _Splat3_ST.zw; float4 tex2DNode11_g61172 = tex2D( _Normal3, uv_Splat3 ); float _HeightD282_g61172 = tex2DNode11_g61172.a; float smoothstepResult813_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult936_g61172 = clamp( smoothstepResult813_g61172 , 0.001 , 0.999 ); float _MaskD484_g61172 = tex2DNode5_g61172.a; float clampResult833_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_828_0_g61172 = ( clampResult936_g61172 * clampResult833_g61172 ); float3 break695_g61172 = tex2DNode11_g61172.rgb; float2 appendResult702_g61172 = (float2(( ( break695_g61172.x * 2.0 ) - 1.0 ) , ( ( break695_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult711_g61172 = (float3(appendResult702_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break695_g61172.x * break695_g61172.x ) + ( break695_g61172.y * break695_g61172.y ) ) ) ) ))); float3 _UnpackedNormalD723_g61172 = appendResult711_g61172; float4 weightedBlendVar840_g61172 = ControlFinal724_g61172; float3 weightedBlend840_g61172 = ( weightedBlendVar840_g61172.x*( temp_output_829_0_g61172 * _UnpackedNormalA720_g61172 ) + weightedBlendVar840_g61172.y*( temp_output_826_0_g61172 * _UnpackedNormalB721_g61172 ) + weightedBlendVar840_g61172.z*( temp_output_827_0_g61172 * _UnpackedNormalC722_g61172 ) + weightedBlendVar840_g61172.w*( temp_output_828_0_g61172 * _UnpackedNormalD723_g61172 ) ); float4 weightedBlendVar841_g61172 = ControlFinal724_g61172; float weightedBlend841_g61172 = ( weightedBlendVar841_g61172.x*temp_output_829_0_g61172 + weightedBlendVar841_g61172.y*temp_output_826_0_g61172 + weightedBlendVar841_g61172.z*temp_output_827_0_g61172 + weightedBlendVar841_g61172.w*temp_output_828_0_g61172 ); float3 FinalNormal765_g61172 = ( weightedBlend840_g61172 / max( weightedBlend841_g61172, 0.001 ) ); float3 temp_output_61_0_g61172 = FinalNormal765_g61172; float3 Normal554 = temp_output_61_0_g61172; float3 ase_tangentWS = input.ase_texcoord4.xyz; float3 ase_normalWS = input.ase_texcoord5.xyz; float3 ase_bitangentWS = input.ase_texcoord6.xyz; 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 tanNormal591 = ( Normal554 * _NormalScale ); float3 worldNormal591 = normalize( float3( dot( tanToWorld0, tanNormal591 ), dot( tanToWorld1, tanNormal591 ), dot( tanToWorld2, tanNormal591 ) ) ); float3 normalizeResult592 = normalize( worldNormal591 ); float3 Normals667 = normalizeResult592; float smoothstepResult859_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult937_g61172 = clamp( smoothstepResult859_g61172 , 0.001 , 0.999 ); float clampResult879_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_878_0_g61172 = ( clampResult937_g61172 * clampResult879_g61172 ); float4 tex2DNode4_g61172 = tex2D( _Splat0, uv_Splat0 ); float _LayerAlphaA778_g61172 = tex2DNode4_g61172.a; float smoothstepResult861_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult938_g61172 = clamp( smoothstepResult861_g61172 , 0.001 , 0.999 ); float clampResult881_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_875_0_g61172 = ( clampResult938_g61172 * clampResult881_g61172 ); float4 tex2DNode3_g61172 = tex2D( _Splat1, uv_Splat1 ); float _LayerAlphaB779_g61172 = tex2DNode3_g61172.a; float smoothstepResult860_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult939_g61172 = clamp( smoothstepResult860_g61172 , 0.001 , 0.999 ); float clampResult880_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_876_0_g61172 = ( clampResult939_g61172 * clampResult880_g61172 ); float4 tex2DNode6_g61172 = tex2D( _Splat2, uv_Splat2 ); float _LayerAlphaC780_g61172 = tex2DNode6_g61172.a; float smoothstepResult862_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult940_g61172 = clamp( smoothstepResult862_g61172 , 0.001 , 0.999 ); float clampResult882_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_877_0_g61172 = ( clampResult940_g61172 * clampResult882_g61172 ); float4 tex2DNode7_g61172 = tex2D( _Splat3, uv_Splat3 ); float _LayerAlphaD781_g61172 = tex2DNode7_g61172.a; float4 weightedBlendVar887_g61172 = ControlFinal724_g61172; float weightedBlend887_g61172 = ( weightedBlendVar887_g61172.x*( temp_output_878_0_g61172 * _LayerAlphaA778_g61172 ) + weightedBlendVar887_g61172.y*( temp_output_875_0_g61172 * _LayerAlphaB779_g61172 ) + weightedBlendVar887_g61172.z*( temp_output_876_0_g61172 * _LayerAlphaC780_g61172 ) + weightedBlendVar887_g61172.w*( temp_output_877_0_g61172 * _LayerAlphaD781_g61172 ) ); float4 weightedBlendVar888_g61172 = ControlFinal724_g61172; float weightedBlend888_g61172 = ( weightedBlendVar888_g61172.x*temp_output_878_0_g61172 + weightedBlendVar888_g61172.y*temp_output_875_0_g61172 + weightedBlendVar888_g61172.z*temp_output_876_0_g61172 + weightedBlendVar888_g61172.w*temp_output_877_0_g61172 ); float FinalSmoothness897_g61172 = ( weightedBlend887_g61172 / max( weightedBlend888_g61172, 0.001 ) ); float Smoothness533 = FinalSmoothness897_g61172; half3 reflectVector654 = reflect( -ase_viewDirWS, Normals667 ); float4 screenPos = input.ase_texcoord7; 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 indirectSpecular654 = GlossyEnvironmentReflection( reflectVector654, PositionWS, 1.0 - Smoothness533, _SpecularOcclusion, ase_positionSSNorm.xy ); float3 lerpResult594 = lerp( temp_cast_0 , indirectSpecular654 , _IndirectSpecularContribution1); float3 IndirectSpecHighlights664 = lerpResult594; float4 temp_output_638_0 = ( _SpecularTint1 * Smoothness533 * _SpecularIntensity ); float3 normalizeResult4_g61169 = normalize( ( ase_viewDirWS + _MainLightPosition.xyz ) ); float dotResult636 = dot( normalizeResult4_g61169 , Normals667 ); float3 WorldPosition288_g61170 = PositionWS; float3 WorldPosition337_g61170 = WorldPosition288_g61170; float2 ScreenUV286_g61170 = (ase_positionSSNorm).xy; float2 ScreenUV337_g61170 = ScreenUV286_g61170; float3 WorldNormal281_g61170 = Normals667; float3 WorldNormal337_g61170 = WorldNormal281_g61170; half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170(); float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170; float4 ShadowMask337_g61170 = ShadowMask360_g61170; float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 ); float4 DirectSpecHighlights650 = ( float4( (temp_output_638_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult636 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_638_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 bakedGI618 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI618, half4( 0, 0, 0, 0 ) ); float4 HalfLambert621 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI618 , 0.0 ) ); float4 SpecularHighlights666 = ( float4( IndirectSpecHighlights664 , 0.0 ) * DirectSpecHighlights650 * HalfLambert621 ); #ifdef _ENABLESPECULARHIGHLIGHTS_ON float4 staticSwitch649 = SpecularHighlights666; #else float4 staticSwitch649 = float4( 0,0,0,0 ); #endif float4 color599 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 ); #ifdef _ENABLECOLORTINT_ON float4 staticSwitch656 = _BaseTint; #else float4 staticSwitch656 = color599; #endif float smoothstepResult591_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult944_g61172 = clamp( smoothstepResult591_g61172 , 0.001 , 0.999 ); float clampResult603_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_597_0_g61172 = ( clampResult944_g61172 * clampResult603_g61172 ); float4 _LayerA287_g61172 = tex2DNode4_g61172; float smoothstepResult594_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult943_g61172 = clamp( smoothstepResult594_g61172 , 0.001 , 0.999 ); float clampResult604_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_598_0_g61172 = ( clampResult943_g61172 * clampResult604_g61172 ); float4 _LayerB300_g61172 = tex2DNode3_g61172; float smoothstepResult595_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult942_g61172 = clamp( smoothstepResult595_g61172 , 0.001 , 0.999 ); float clampResult605_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_599_0_g61172 = ( clampResult942_g61172 * clampResult605_g61172 ); float4 _LayerC301_g61172 = tex2DNode6_g61172; float smoothstepResult596_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult941_g61172 = clamp( smoothstepResult596_g61172 , 0.001 , 0.999 ); float clampResult606_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_600_0_g61172 = ( clampResult941_g61172 * clampResult606_g61172 ); float4 _LayerD302_g61172 = tex2DNode7_g61172; float4 weightedBlendVar619_g61172 = ControlFinal724_g61172; float4 weightedBlend619_g61172 = ( weightedBlendVar619_g61172.x*( temp_output_597_0_g61172 * _LayerA287_g61172 ) + weightedBlendVar619_g61172.y*( temp_output_598_0_g61172 * _LayerB300_g61172 ) + weightedBlendVar619_g61172.z*( temp_output_599_0_g61172 * _LayerC301_g61172 ) + weightedBlendVar619_g61172.w*( temp_output_600_0_g61172 * _LayerD302_g61172 ) ); float4 weightedBlendVar620_g61172 = ControlFinal724_g61172; float weightedBlend620_g61172 = ( weightedBlendVar620_g61172.x*temp_output_597_0_g61172 + weightedBlendVar620_g61172.y*temp_output_598_0_g61172 + weightedBlendVar620_g61172.z*temp_output_599_0_g61172 + weightedBlendVar620_g61172.w*temp_output_600_0_g61172 ); float4 FinalAlbedo479_g61172 = ( weightedBlend619_g61172 / max( weightedBlend620_g61172, 0.001 ) ); float4 temp_output_60_0_g61172 = FinalAlbedo479_g61172; float4 localClipHoles100_g61172 = ( temp_output_60_0_g61172 ); float2 uv_TerrainHolesTexture = input.ase_texcoord3.xy * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw; float holeClipValue99_g61172 = tex2D( _TerrainHolesTexture, uv_TerrainHolesTexture ).r; float Hole100_g61172 = holeClipValue99_g61172; { #ifdef _ALPHATEST_ON clip(Hole100_g61172 == 0.0f ? -1 : 1); #endif } float4 Albedo536 = localClipHoles100_g61172; float3 WorldPosition288_g61167 = PositionWS; float3 WorldPosition337_g61167 = WorldPosition288_g61167; float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy; float2 ScreenUV337_g61167 = ScreenUV286_g61167; float3 WorldNormal281_g61167 = Normals667; 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 ); float RampScale630 = _RampScale; float RampOffset629 = _RampOffset; float3 BaseColor = ( staticSwitch649 + ( staticSwitch656 * ( ( ( Albedo536 * tex2D( _TextureRamp3, IndirectSpecHighlights664.xy ) ) * HalfLambert621 ) + ( Albedo536 * tex2D( _TextureRamp3, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale630 + RampOffset629).xy ) ) ) ) ).rgb; float3 Emission = 0; float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = input.VizUV.xy; metaInput.LightCoord = input.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend OneMinusDstColor One, One One ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON #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 _ENABLECOLORTINT_ON #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; 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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 _Normal0; sampler2D _Splat0; sampler2D _Control; sampler2D _Normal1; sampler2D _Splat1; sampler2D _Normal2; sampler2D _Splat2; sampler2D _Normal3; sampler2D _Splat3; sampler2D _TerrainHolesTexture; sampler2D _TextureRamp3; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing half4 CalculateShadowMask343_g61170( ) { #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_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; } void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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 ); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.ase_texcoord ); #endif float2 break956_g61172 = _Control_ST.zw; float2 appendResult959_g61172 = (float2(( break956_g61172.x + 0.001 ) , ( break956_g61172.y + 0.0001 ))); float2 vertexToFrag961_g61172 = ( ( input.ase_texcoord.xy * _Control_ST.xy ) + appendResult959_g61172 ); output.ase_texcoord1.zw = vertexToFrag961_g61172; float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz ); output.ase_texcoord2.xyz = ase_tangentWS; float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS ); output.ase_texcoord3.xyz = ase_normalWS; 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_texcoord4.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.ase_texcoord1.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord2.w = 0; output.ase_texcoord3.w = 0; output.ase_texcoord4.w = 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; 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; #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.ase_texcoord ); #endif 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; #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 ); float4 ControlFinal724_g61172 = float4( 1, 1, 1, 1 ); float2 uv_Splat0 = input.ase_texcoord1.xy * _Splat0_ST.xy + _Splat0_ST.zw; float4 tex2DNode2_g61172 = tex2D( _Normal0, uv_Splat0 ); float _HeightA279_g61172 = tex2DNode2_g61172.a; float smoothstepResult810_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult933_g61172 = clamp( smoothstepResult810_g61172 , 0.001 , 0.999 ); float2 vertexToFrag961_g61172 = input.ase_texcoord1.zw; float4 tex2DNode5_g61172 = tex2D( _Control, vertexToFrag961_g61172 ); float _MaskA481_g61172 = tex2DNode5_g61172.r; float clampResult830_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_829_0_g61172 = ( clampResult933_g61172 * clampResult830_g61172 ); float3 break635_g61172 = tex2DNode2_g61172.rgb; float2 appendResult655_g61172 = (float2(( ( break635_g61172.x * 2.0 ) - 1.0 ) , ( ( break635_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult656_g61172 = (float3(appendResult655_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break635_g61172.x * break635_g61172.x ) + ( break635_g61172.y * break635_g61172.y ) ) ) ) ))); float3 _UnpackedNormalA720_g61172 = appendResult656_g61172; float2 uv_Splat1 = input.ase_texcoord1.xy * _Splat1_ST.xy + _Splat1_ST.zw; float4 tex2DNode1_g61172 = tex2D( _Normal1, uv_Splat1 ); float _HeightB280_g61172 = tex2DNode1_g61172.a; float smoothstepResult812_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult934_g61172 = clamp( smoothstepResult812_g61172 , 0.001 , 0.999 ); float _MaskB482_g61172 = tex2DNode5_g61172.g; float clampResult832_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_826_0_g61172 = ( clampResult934_g61172 * clampResult832_g61172 ); float3 break657_g61172 = tex2DNode1_g61172.rgb; float2 appendResult664_g61172 = (float2(( ( break657_g61172.x * 2.0 ) - 1.0 ) , ( ( break657_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult673_g61172 = (float3(appendResult664_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break657_g61172.x * break657_g61172.x ) + ( break657_g61172.y * break657_g61172.y ) ) ) ) ))); float3 _UnpackedNormalB721_g61172 = appendResult673_g61172; float2 uv_Splat2 = input.ase_texcoord1.xy * _Splat2_ST.xy + _Splat2_ST.zw; float4 tex2DNode10_g61172 = tex2D( _Normal2, uv_Splat2 ); float _HeightC281_g61172 = tex2DNode10_g61172.a; float smoothstepResult811_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult935_g61172 = clamp( smoothstepResult811_g61172 , 0.001 , 0.999 ); float _MaskC483_g61172 = tex2DNode5_g61172.b; float clampResult831_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_827_0_g61172 = ( clampResult935_g61172 * clampResult831_g61172 ); float3 break676_g61172 = tex2DNode10_g61172.rgb; float2 appendResult683_g61172 = (float2(( ( break676_g61172.x * 2.0 ) - 1.0 ) , ( ( break676_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult692_g61172 = (float3(appendResult683_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break676_g61172.x * break676_g61172.x ) + ( break676_g61172.y * break676_g61172.y ) ) ) ) ))); float3 _UnpackedNormalC722_g61172 = appendResult692_g61172; float2 uv_Splat3 = input.ase_texcoord1.xy * _Splat3_ST.xy + _Splat3_ST.zw; float4 tex2DNode11_g61172 = tex2D( _Normal3, uv_Splat3 ); float _HeightD282_g61172 = tex2DNode11_g61172.a; float smoothstepResult813_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult936_g61172 = clamp( smoothstepResult813_g61172 , 0.001 , 0.999 ); float _MaskD484_g61172 = tex2DNode5_g61172.a; float clampResult833_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_828_0_g61172 = ( clampResult936_g61172 * clampResult833_g61172 ); float3 break695_g61172 = tex2DNode11_g61172.rgb; float2 appendResult702_g61172 = (float2(( ( break695_g61172.x * 2.0 ) - 1.0 ) , ( ( break695_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult711_g61172 = (float3(appendResult702_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break695_g61172.x * break695_g61172.x ) + ( break695_g61172.y * break695_g61172.y ) ) ) ) ))); float3 _UnpackedNormalD723_g61172 = appendResult711_g61172; float4 weightedBlendVar840_g61172 = ControlFinal724_g61172; float3 weightedBlend840_g61172 = ( weightedBlendVar840_g61172.x*( temp_output_829_0_g61172 * _UnpackedNormalA720_g61172 ) + weightedBlendVar840_g61172.y*( temp_output_826_0_g61172 * _UnpackedNormalB721_g61172 ) + weightedBlendVar840_g61172.z*( temp_output_827_0_g61172 * _UnpackedNormalC722_g61172 ) + weightedBlendVar840_g61172.w*( temp_output_828_0_g61172 * _UnpackedNormalD723_g61172 ) ); float4 weightedBlendVar841_g61172 = ControlFinal724_g61172; float weightedBlend841_g61172 = ( weightedBlendVar841_g61172.x*temp_output_829_0_g61172 + weightedBlendVar841_g61172.y*temp_output_826_0_g61172 + weightedBlendVar841_g61172.z*temp_output_827_0_g61172 + weightedBlendVar841_g61172.w*temp_output_828_0_g61172 ); float3 FinalNormal765_g61172 = ( weightedBlend840_g61172 / max( weightedBlend841_g61172, 0.001 ) ); float3 temp_output_61_0_g61172 = FinalNormal765_g61172; float3 Normal554 = temp_output_61_0_g61172; float3 ase_tangentWS = input.ase_texcoord2.xyz; float3 ase_normalWS = input.ase_texcoord3.xyz; float3 ase_bitangentWS = input.ase_texcoord4.xyz; 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 tanNormal591 = ( Normal554 * _NormalScale ); float3 worldNormal591 = normalize( float3( dot( tanToWorld0, tanNormal591 ), dot( tanToWorld1, tanNormal591 ), dot( tanToWorld2, tanNormal591 ) ) ); float3 normalizeResult592 = normalize( worldNormal591 ); float3 Normals667 = normalizeResult592; float smoothstepResult859_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult937_g61172 = clamp( smoothstepResult859_g61172 , 0.001 , 0.999 ); float clampResult879_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_878_0_g61172 = ( clampResult937_g61172 * clampResult879_g61172 ); float4 tex2DNode4_g61172 = tex2D( _Splat0, uv_Splat0 ); float _LayerAlphaA778_g61172 = tex2DNode4_g61172.a; float smoothstepResult861_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult938_g61172 = clamp( smoothstepResult861_g61172 , 0.001 , 0.999 ); float clampResult881_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_875_0_g61172 = ( clampResult938_g61172 * clampResult881_g61172 ); float4 tex2DNode3_g61172 = tex2D( _Splat1, uv_Splat1 ); float _LayerAlphaB779_g61172 = tex2DNode3_g61172.a; float smoothstepResult860_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult939_g61172 = clamp( smoothstepResult860_g61172 , 0.001 , 0.999 ); float clampResult880_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_876_0_g61172 = ( clampResult939_g61172 * clampResult880_g61172 ); float4 tex2DNode6_g61172 = tex2D( _Splat2, uv_Splat2 ); float _LayerAlphaC780_g61172 = tex2DNode6_g61172.a; float smoothstepResult862_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult940_g61172 = clamp( smoothstepResult862_g61172 , 0.001 , 0.999 ); float clampResult882_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_877_0_g61172 = ( clampResult940_g61172 * clampResult882_g61172 ); float4 tex2DNode7_g61172 = tex2D( _Splat3, uv_Splat3 ); float _LayerAlphaD781_g61172 = tex2DNode7_g61172.a; float4 weightedBlendVar887_g61172 = ControlFinal724_g61172; float weightedBlend887_g61172 = ( weightedBlendVar887_g61172.x*( temp_output_878_0_g61172 * _LayerAlphaA778_g61172 ) + weightedBlendVar887_g61172.y*( temp_output_875_0_g61172 * _LayerAlphaB779_g61172 ) + weightedBlendVar887_g61172.z*( temp_output_876_0_g61172 * _LayerAlphaC780_g61172 ) + weightedBlendVar887_g61172.w*( temp_output_877_0_g61172 * _LayerAlphaD781_g61172 ) ); float4 weightedBlendVar888_g61172 = ControlFinal724_g61172; float weightedBlend888_g61172 = ( weightedBlendVar888_g61172.x*temp_output_878_0_g61172 + weightedBlendVar888_g61172.y*temp_output_875_0_g61172 + weightedBlendVar888_g61172.z*temp_output_876_0_g61172 + weightedBlendVar888_g61172.w*temp_output_877_0_g61172 ); float FinalSmoothness897_g61172 = ( weightedBlend887_g61172 / max( weightedBlend888_g61172, 0.001 ) ); float Smoothness533 = FinalSmoothness897_g61172; half3 reflectVector654 = reflect( -ase_viewDirWS, Normals667 ); 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 indirectSpecular654 = GlossyEnvironmentReflection( reflectVector654, PositionWS, 1.0 - Smoothness533, _SpecularOcclusion, ase_positionSSNorm.xy ); float3 lerpResult594 = lerp( temp_cast_0 , indirectSpecular654 , _IndirectSpecularContribution1); float3 IndirectSpecHighlights664 = lerpResult594; float4 temp_output_638_0 = ( _SpecularTint1 * Smoothness533 * _SpecularIntensity ); float3 normalizeResult4_g61169 = normalize( ( ase_viewDirWS + _MainLightPosition.xyz ) ); float dotResult636 = dot( normalizeResult4_g61169 , Normals667 ); float3 WorldPosition288_g61170 = PositionWS; float3 WorldPosition337_g61170 = WorldPosition288_g61170; float2 ScreenUV286_g61170 = (ase_positionSSNorm).xy; float2 ScreenUV337_g61170 = ScreenUV286_g61170; float3 WorldNormal281_g61170 = Normals667; float3 WorldNormal337_g61170 = WorldNormal281_g61170; half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170(); float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170; float4 ShadowMask337_g61170 = ShadowMask360_g61170; float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 ); float4 DirectSpecHighlights650 = ( float4( (temp_output_638_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult636 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_638_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 bakedGI618 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI618, half4( 0, 0, 0, 0 ) ); float4 HalfLambert621 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI618 , 0.0 ) ); float4 SpecularHighlights666 = ( float4( IndirectSpecHighlights664 , 0.0 ) * DirectSpecHighlights650 * HalfLambert621 ); #ifdef _ENABLESPECULARHIGHLIGHTS_ON float4 staticSwitch649 = SpecularHighlights666; #else float4 staticSwitch649 = float4( 0,0,0,0 ); #endif float4 color599 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 ); #ifdef _ENABLECOLORTINT_ON float4 staticSwitch656 = _BaseTint; #else float4 staticSwitch656 = color599; #endif float smoothstepResult591_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult944_g61172 = clamp( smoothstepResult591_g61172 , 0.001 , 0.999 ); float clampResult603_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_597_0_g61172 = ( clampResult944_g61172 * clampResult603_g61172 ); float4 _LayerA287_g61172 = tex2DNode4_g61172; float smoothstepResult594_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult943_g61172 = clamp( smoothstepResult594_g61172 , 0.001 , 0.999 ); float clampResult604_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_598_0_g61172 = ( clampResult943_g61172 * clampResult604_g61172 ); float4 _LayerB300_g61172 = tex2DNode3_g61172; float smoothstepResult595_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult942_g61172 = clamp( smoothstepResult595_g61172 , 0.001 , 0.999 ); float clampResult605_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_599_0_g61172 = ( clampResult942_g61172 * clampResult605_g61172 ); float4 _LayerC301_g61172 = tex2DNode6_g61172; float smoothstepResult596_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult941_g61172 = clamp( smoothstepResult596_g61172 , 0.001 , 0.999 ); float clampResult606_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_600_0_g61172 = ( clampResult941_g61172 * clampResult606_g61172 ); float4 _LayerD302_g61172 = tex2DNode7_g61172; float4 weightedBlendVar619_g61172 = ControlFinal724_g61172; float4 weightedBlend619_g61172 = ( weightedBlendVar619_g61172.x*( temp_output_597_0_g61172 * _LayerA287_g61172 ) + weightedBlendVar619_g61172.y*( temp_output_598_0_g61172 * _LayerB300_g61172 ) + weightedBlendVar619_g61172.z*( temp_output_599_0_g61172 * _LayerC301_g61172 ) + weightedBlendVar619_g61172.w*( temp_output_600_0_g61172 * _LayerD302_g61172 ) ); float4 weightedBlendVar620_g61172 = ControlFinal724_g61172; float weightedBlend620_g61172 = ( weightedBlendVar620_g61172.x*temp_output_597_0_g61172 + weightedBlendVar620_g61172.y*temp_output_598_0_g61172 + weightedBlendVar620_g61172.z*temp_output_599_0_g61172 + weightedBlendVar620_g61172.w*temp_output_600_0_g61172 ); float4 FinalAlbedo479_g61172 = ( weightedBlend619_g61172 / max( weightedBlend620_g61172, 0.001 ) ); float4 temp_output_60_0_g61172 = FinalAlbedo479_g61172; float4 localClipHoles100_g61172 = ( temp_output_60_0_g61172 ); float2 uv_TerrainHolesTexture = input.ase_texcoord1.xy * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw; float holeClipValue99_g61172 = tex2D( _TerrainHolesTexture, uv_TerrainHolesTexture ).r; float Hole100_g61172 = holeClipValue99_g61172; { #ifdef _ALPHATEST_ON clip(Hole100_g61172 == 0.0f ? -1 : 1); #endif } float4 Albedo536 = localClipHoles100_g61172; float3 WorldPosition288_g61167 = PositionWS; float3 WorldPosition337_g61167 = WorldPosition288_g61167; float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy; float2 ScreenUV337_g61167 = ScreenUV286_g61167; float3 WorldNormal281_g61167 = Normals667; 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 ); float RampScale630 = _RampScale; float RampOffset629 = _RampOffset; float3 BaseColor = ( staticSwitch649 + ( staticSwitch656 * ( ( ( Albedo536 * tex2D( _TextureRamp3, IndirectSpecHighlights664.xy ) ) * HalfLambert621 ) + ( Albedo536 * tex2D( _TextureRamp3, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale630 + RampOffset629).xy ) ) ) ) ).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 _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #pragma shader_feature _INSTANCEDTERRAINNORMALS_PIXEL #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 #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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 float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.texcoord ); #endif output.ase_texcoord3 = input.texcoord; #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; #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.texcoord ); #endif 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 OneMinusDstColor One, One One ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #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_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #pragma shader_feature _INSTANCEDTERRAINNORMALS_PIXEL #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_TEXTURE_COORDINATES1 #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma shader_feature_local _ENABLECOLORTINT_ON #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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 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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 _Normal0; sampler2D _Splat0; sampler2D _Control; sampler2D _Normal1; sampler2D _Splat1; sampler2D _Normal2; sampler2D _Splat2; sampler2D _Normal3; sampler2D _Splat3; sampler2D _TerrainHolesTexture; sampler2D _TextureRamp3; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" half4 CalculateShadowMask343_g61170( ) { #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_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; } void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.texcoord ); #endif float2 break956_g61172 = _Control_ST.zw; float2 appendResult959_g61172 = (float2(( break956_g61172.x + 0.001 ) , ( break956_g61172.y + 0.0001 ))); float2 vertexToFrag961_g61172 = ( ( input.texcoord.xy * _Control_ST.xy ) + appendResult959_g61172 ); output.ase_texcoord7.zw = vertexToFrag961_g61172; output.ase_texcoord7.xy = input.texcoord.xy; #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 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 #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.texcoord ); #endif 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 #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; float4 ControlFinal724_g61172 = float4( 1, 1, 1, 1 ); float2 uv_Splat0 = input.ase_texcoord7.xy * _Splat0_ST.xy + _Splat0_ST.zw; float4 tex2DNode2_g61172 = tex2D( _Normal0, uv_Splat0 ); float _HeightA279_g61172 = tex2DNode2_g61172.a; float smoothstepResult810_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult933_g61172 = clamp( smoothstepResult810_g61172 , 0.001 , 0.999 ); float2 vertexToFrag961_g61172 = input.ase_texcoord7.zw; float4 tex2DNode5_g61172 = tex2D( _Control, vertexToFrag961_g61172 ); float _MaskA481_g61172 = tex2DNode5_g61172.r; float clampResult830_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_829_0_g61172 = ( clampResult933_g61172 * clampResult830_g61172 ); float3 break635_g61172 = tex2DNode2_g61172.rgb; float2 appendResult655_g61172 = (float2(( ( break635_g61172.x * 2.0 ) - 1.0 ) , ( ( break635_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult656_g61172 = (float3(appendResult655_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break635_g61172.x * break635_g61172.x ) + ( break635_g61172.y * break635_g61172.y ) ) ) ) ))); float3 _UnpackedNormalA720_g61172 = appendResult656_g61172; float2 uv_Splat1 = input.ase_texcoord7.xy * _Splat1_ST.xy + _Splat1_ST.zw; float4 tex2DNode1_g61172 = tex2D( _Normal1, uv_Splat1 ); float _HeightB280_g61172 = tex2DNode1_g61172.a; float smoothstepResult812_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult934_g61172 = clamp( smoothstepResult812_g61172 , 0.001 , 0.999 ); float _MaskB482_g61172 = tex2DNode5_g61172.g; float clampResult832_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_826_0_g61172 = ( clampResult934_g61172 * clampResult832_g61172 ); float3 break657_g61172 = tex2DNode1_g61172.rgb; float2 appendResult664_g61172 = (float2(( ( break657_g61172.x * 2.0 ) - 1.0 ) , ( ( break657_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult673_g61172 = (float3(appendResult664_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break657_g61172.x * break657_g61172.x ) + ( break657_g61172.y * break657_g61172.y ) ) ) ) ))); float3 _UnpackedNormalB721_g61172 = appendResult673_g61172; float2 uv_Splat2 = input.ase_texcoord7.xy * _Splat2_ST.xy + _Splat2_ST.zw; float4 tex2DNode10_g61172 = tex2D( _Normal2, uv_Splat2 ); float _HeightC281_g61172 = tex2DNode10_g61172.a; float smoothstepResult811_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult935_g61172 = clamp( smoothstepResult811_g61172 , 0.001 , 0.999 ); float _MaskC483_g61172 = tex2DNode5_g61172.b; float clampResult831_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_827_0_g61172 = ( clampResult935_g61172 * clampResult831_g61172 ); float3 break676_g61172 = tex2DNode10_g61172.rgb; float2 appendResult683_g61172 = (float2(( ( break676_g61172.x * 2.0 ) - 1.0 ) , ( ( break676_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult692_g61172 = (float3(appendResult683_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break676_g61172.x * break676_g61172.x ) + ( break676_g61172.y * break676_g61172.y ) ) ) ) ))); float3 _UnpackedNormalC722_g61172 = appendResult692_g61172; float2 uv_Splat3 = input.ase_texcoord7.xy * _Splat3_ST.xy + _Splat3_ST.zw; float4 tex2DNode11_g61172 = tex2D( _Normal3, uv_Splat3 ); float _HeightD282_g61172 = tex2DNode11_g61172.a; float smoothstepResult813_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult936_g61172 = clamp( smoothstepResult813_g61172 , 0.001 , 0.999 ); float _MaskD484_g61172 = tex2DNode5_g61172.a; float clampResult833_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_828_0_g61172 = ( clampResult936_g61172 * clampResult833_g61172 ); float3 break695_g61172 = tex2DNode11_g61172.rgb; float2 appendResult702_g61172 = (float2(( ( break695_g61172.x * 2.0 ) - 1.0 ) , ( ( break695_g61172.y * 2.0 ) - 1.0 ))); float3 appendResult711_g61172 = (float3(appendResult702_g61172 , sqrt( max( 0.0, ( 1.0 - ( ( break695_g61172.x * break695_g61172.x ) + ( break695_g61172.y * break695_g61172.y ) ) ) ) ))); float3 _UnpackedNormalD723_g61172 = appendResult711_g61172; float4 weightedBlendVar840_g61172 = ControlFinal724_g61172; float3 weightedBlend840_g61172 = ( weightedBlendVar840_g61172.x*( temp_output_829_0_g61172 * _UnpackedNormalA720_g61172 ) + weightedBlendVar840_g61172.y*( temp_output_826_0_g61172 * _UnpackedNormalB721_g61172 ) + weightedBlendVar840_g61172.z*( temp_output_827_0_g61172 * _UnpackedNormalC722_g61172 ) + weightedBlendVar840_g61172.w*( temp_output_828_0_g61172 * _UnpackedNormalD723_g61172 ) ); float4 weightedBlendVar841_g61172 = ControlFinal724_g61172; float weightedBlend841_g61172 = ( weightedBlendVar841_g61172.x*temp_output_829_0_g61172 + weightedBlendVar841_g61172.y*temp_output_826_0_g61172 + weightedBlendVar841_g61172.z*temp_output_827_0_g61172 + weightedBlendVar841_g61172.w*temp_output_828_0_g61172 ); float3 FinalNormal765_g61172 = ( weightedBlend840_g61172 / max( weightedBlend841_g61172, 0.001 ) ); float3 temp_output_61_0_g61172 = FinalNormal765_g61172; float3 Normal554 = temp_output_61_0_g61172; 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 tanNormal591 = ( Normal554 * _NormalScale ); float3 worldNormal591 = normalize( float3( dot( tanToWorld0, tanNormal591 ), dot( tanToWorld1, tanNormal591 ), dot( tanToWorld2, tanNormal591 ) ) ); float3 normalizeResult592 = normalize( worldNormal591 ); float3 Normals667 = normalizeResult592; float smoothstepResult859_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult937_g61172 = clamp( smoothstepResult859_g61172 , 0.001 , 0.999 ); float clampResult879_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_878_0_g61172 = ( clampResult937_g61172 * clampResult879_g61172 ); float4 tex2DNode4_g61172 = tex2D( _Splat0, uv_Splat0 ); float _LayerAlphaA778_g61172 = tex2DNode4_g61172.a; float smoothstepResult861_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult938_g61172 = clamp( smoothstepResult861_g61172 , 0.001 , 0.999 ); float clampResult881_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_875_0_g61172 = ( clampResult938_g61172 * clampResult881_g61172 ); float4 tex2DNode3_g61172 = tex2D( _Splat1, uv_Splat1 ); float _LayerAlphaB779_g61172 = tex2DNode3_g61172.a; float smoothstepResult860_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult939_g61172 = clamp( smoothstepResult860_g61172 , 0.001 , 0.999 ); float clampResult880_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_876_0_g61172 = ( clampResult939_g61172 * clampResult880_g61172 ); float4 tex2DNode6_g61172 = tex2D( _Splat2, uv_Splat2 ); float _LayerAlphaC780_g61172 = tex2DNode6_g61172.a; float smoothstepResult862_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult940_g61172 = clamp( smoothstepResult862_g61172 , 0.001 , 0.999 ); float clampResult882_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_877_0_g61172 = ( clampResult940_g61172 * clampResult882_g61172 ); float4 tex2DNode7_g61172 = tex2D( _Splat3, uv_Splat3 ); float _LayerAlphaD781_g61172 = tex2DNode7_g61172.a; float4 weightedBlendVar887_g61172 = ControlFinal724_g61172; float weightedBlend887_g61172 = ( weightedBlendVar887_g61172.x*( temp_output_878_0_g61172 * _LayerAlphaA778_g61172 ) + weightedBlendVar887_g61172.y*( temp_output_875_0_g61172 * _LayerAlphaB779_g61172 ) + weightedBlendVar887_g61172.z*( temp_output_876_0_g61172 * _LayerAlphaC780_g61172 ) + weightedBlendVar887_g61172.w*( temp_output_877_0_g61172 * _LayerAlphaD781_g61172 ) ); float4 weightedBlendVar888_g61172 = ControlFinal724_g61172; float weightedBlend888_g61172 = ( weightedBlendVar888_g61172.x*temp_output_878_0_g61172 + weightedBlendVar888_g61172.y*temp_output_875_0_g61172 + weightedBlendVar888_g61172.z*temp_output_876_0_g61172 + weightedBlendVar888_g61172.w*temp_output_877_0_g61172 ); float FinalSmoothness897_g61172 = ( weightedBlend887_g61172 / max( weightedBlend888_g61172, 0.001 ) ); float Smoothness533 = FinalSmoothness897_g61172; half3 reflectVector654 = reflect( -ViewDirWS, Normals667 ); float3 indirectSpecular654 = GlossyEnvironmentReflection( reflectVector654, PositionWS, 1.0 - Smoothness533, _SpecularOcclusion, ScreenPosNorm.xy ); float3 lerpResult594 = lerp( temp_cast_0 , indirectSpecular654 , _IndirectSpecularContribution1); float3 IndirectSpecHighlights664 = lerpResult594; float4 temp_output_638_0 = ( _SpecularTint1 * Smoothness533 * _SpecularIntensity ); float3 normalizeResult4_g61169 = normalize( ( ViewDirWS + _MainLightPosition.xyz ) ); float dotResult636 = dot( normalizeResult4_g61169 , Normals667 ); float3 WorldPosition288_g61170 = PositionWS; float3 WorldPosition337_g61170 = WorldPosition288_g61170; float2 ScreenUV286_g61170 = (ScreenPosNorm).xy; float2 ScreenUV337_g61170 = ScreenUV286_g61170; float3 WorldNormal281_g61170 = Normals667; float3 WorldNormal337_g61170 = WorldNormal281_g61170; half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170(); float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170; float4 ShadowMask337_g61170 = ShadowMask360_g61170; float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 ); float4 DirectSpecHighlights650 = ( float4( (temp_output_638_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult636 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_638_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 bakedGI618 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI618, half4( 0, 0, 0, 0 ) ); float4 HalfLambert621 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI618 , 0.0 ) ); float4 SpecularHighlights666 = ( float4( IndirectSpecHighlights664 , 0.0 ) * DirectSpecHighlights650 * HalfLambert621 ); #ifdef _ENABLESPECULARHIGHLIGHTS_ON float4 staticSwitch649 = SpecularHighlights666; #else float4 staticSwitch649 = float4( 0,0,0,0 ); #endif float4 color599 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 ); #ifdef _ENABLECOLORTINT_ON float4 staticSwitch656 = _BaseTint; #else float4 staticSwitch656 = color599; #endif float smoothstepResult591_g61172 = smoothstep( 0.0 , 1.0 , _HeightA279_g61172); float clampResult944_g61172 = clamp( smoothstepResult591_g61172 , 0.001 , 0.999 ); float clampResult603_g61172 = clamp( _MaskA481_g61172 , 0.0 , 1.0 ); float temp_output_597_0_g61172 = ( clampResult944_g61172 * clampResult603_g61172 ); float4 _LayerA287_g61172 = tex2DNode4_g61172; float smoothstepResult594_g61172 = smoothstep( 0.0 , 1.0 , _HeightB280_g61172); float clampResult943_g61172 = clamp( smoothstepResult594_g61172 , 0.001 , 0.999 ); float clampResult604_g61172 = clamp( _MaskB482_g61172 , 0.0 , 1.0 ); float temp_output_598_0_g61172 = ( clampResult943_g61172 * clampResult604_g61172 ); float4 _LayerB300_g61172 = tex2DNode3_g61172; float smoothstepResult595_g61172 = smoothstep( 0.0 , 1.0 , _HeightC281_g61172); float clampResult942_g61172 = clamp( smoothstepResult595_g61172 , 0.001 , 0.999 ); float clampResult605_g61172 = clamp( _MaskC483_g61172 , 0.0 , 1.0 ); float temp_output_599_0_g61172 = ( clampResult942_g61172 * clampResult605_g61172 ); float4 _LayerC301_g61172 = tex2DNode6_g61172; float smoothstepResult596_g61172 = smoothstep( 0.0 , 1.0 , _HeightD282_g61172); float clampResult941_g61172 = clamp( smoothstepResult596_g61172 , 0.001 , 0.999 ); float clampResult606_g61172 = clamp( _MaskD484_g61172 , 0.0 , 1.0 ); float temp_output_600_0_g61172 = ( clampResult941_g61172 * clampResult606_g61172 ); float4 _LayerD302_g61172 = tex2DNode7_g61172; float4 weightedBlendVar619_g61172 = ControlFinal724_g61172; float4 weightedBlend619_g61172 = ( weightedBlendVar619_g61172.x*( temp_output_597_0_g61172 * _LayerA287_g61172 ) + weightedBlendVar619_g61172.y*( temp_output_598_0_g61172 * _LayerB300_g61172 ) + weightedBlendVar619_g61172.z*( temp_output_599_0_g61172 * _LayerC301_g61172 ) + weightedBlendVar619_g61172.w*( temp_output_600_0_g61172 * _LayerD302_g61172 ) ); float4 weightedBlendVar620_g61172 = ControlFinal724_g61172; float weightedBlend620_g61172 = ( weightedBlendVar620_g61172.x*temp_output_597_0_g61172 + weightedBlendVar620_g61172.y*temp_output_598_0_g61172 + weightedBlendVar620_g61172.z*temp_output_599_0_g61172 + weightedBlendVar620_g61172.w*temp_output_600_0_g61172 ); float4 FinalAlbedo479_g61172 = ( weightedBlend619_g61172 / max( weightedBlend620_g61172, 0.001 ) ); float4 temp_output_60_0_g61172 = FinalAlbedo479_g61172; float4 localClipHoles100_g61172 = ( temp_output_60_0_g61172 ); float2 uv_TerrainHolesTexture = input.ase_texcoord7.xy * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw; float holeClipValue99_g61172 = tex2D( _TerrainHolesTexture, uv_TerrainHolesTexture ).r; float Hole100_g61172 = holeClipValue99_g61172; { #ifdef _ALPHATEST_ON clip(Hole100_g61172 == 0.0f ? -1 : 1); #endif } float4 Albedo536 = localClipHoles100_g61172; float3 WorldPosition288_g61167 = PositionWS; float3 WorldPosition337_g61167 = WorldPosition288_g61167; float2 ScreenUV286_g61167 = (ScreenPosNorm).xy; float2 ScreenUV337_g61167 = ScreenUV286_g61167; float3 WorldNormal281_g61167 = Normals667; 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 ); float RampScale630 = _RampScale; float RampOffset629 = _RampOffset; float3 BaseColor = ( staticSwitch649 + ( staticSwitch656 * ( ( ( Albedo536 * tex2D( _TextureRamp3, IndirectSpecHighlights664.xy ) ) * HalfLambert621 ) + ( Albedo536 * tex2D( _TextureRamp3, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale630 + RampOffset629).xy ) ) ) ) ).rgb; float3 Normal = float3(0, 0, 1); float3 Specular = 0.5; float Metallic = 0; float Smoothness = 0.5; float Occlusion = _Occlusion1; float3 Emission = 0; 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 _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #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" #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.ase_texcoord ); #endif output.ase_texcoord1 = input.ase_texcoord; #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; float4 ase_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.ase_texcoord = input.ase_texcoord; #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.ase_texcoord ); #endif 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; #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 _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #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" #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.ase_texcoord ); #endif output.ase_texcoord1 = input.ase_texcoord; #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; float4 ase_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.ase_texcoord = input.ase_texcoord; #if defined( ASE_INSTANCED_TERRAIN ) TerrainApplyMeshModification( output.positionOS.xyz, output.normalOS, output.ase_texcoord ); #endif 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; #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 } Pass { Name "MotionVectors" Tags { "LightMode"="MotionVectors" } ColorMask RG HLSLPROGRAM #define _SPECULAR_SETUP 1 #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define ASE_LIGHTING_SIMPLE #define _SPECULARHIGHLIGHTS_OFF #define ASE_TERRAIN #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_MOTION_VECTORS #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 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" #define ASE_INSTANCED_TERRAIN #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define TERRAIN_SPLAT_ADDPASS 1 #pragma editor_sync_compilation #pragma multi_compile_local __ _ALPHATEST_ON #pragma shader_feature_local _MASKMAP #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; float3 positionOld : TEXCOORD4; #if _ADD_PRECOMPUTED_VELOCITY float3 alembicMotionVector : TEXCOORD5; #endif half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 positionCSNoJitter : TEXCOORD0; float4 previousPositionCSNoJitter : TEXCOORD1; float3 positionWS : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Splat0_ST; float4 _TerrainHolesTexture_ST; float4 _BaseTint; float4 _Splat3_ST; float4 _SpecularTint1; float4 _Splat1_ST; float4 _Control_ST; float4 _Splat2_ST; float _NormalScale; float _SpecularOcclusion; float _IndirectSpecularContribution1; float _RampOffset; float _SpecularIntensity; float _SpecularSize1; float _SpecularSmoothness1; float _RampScale; float _Occlusion1; 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 #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing SAMPLER(sampler_TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing void TerrainApplyMeshModification( inout float3 position, inout half3 normal, inout float4 texcoord ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = position.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); position.xz = sampleCoords* _TerrainHeightmapScale.xz; position.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL normal = float3(0, 1, 0); #else normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #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); #if defined( ASE_INSTANCED_TERRAIN ) && !defined( ASE_TESSELLATION ) TerrainApplyMeshModification( input.positionOS.xyz, input.normalOS, input.ase_texcoord ); #endif output.ase_texcoord3 = input.ase_texcoord; #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 VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(APPLICATION_SPACE_WARP_MOTION) output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); output.positionCS = output.positionCSNoJitter; #else output.positionCS = vertexInput.positionCS; output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); #endif float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; #if _ADD_PRECOMPUTED_VELOCITY prevPos = prevPos - float4(input.alembicMotionVector, 0); #endif output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); output.positionWS = vertexInput.positionWS; // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher //ApplyMotionVectorZBias( output.positionCS ); return output; } PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } 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 ); 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; float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; #endif #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(ASE_CHANGES_WORLD_POS) float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz; float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz; input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) ); input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) ); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif #if defined(APPLICATION_SPACE_WARP_MOTION) return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); #else return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); #endif } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphLitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback "off" } /*ASEBEGIN Version=19908 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