// Made with Amplify Shader Editor v1.9.9.8 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ToonScapes/URP/Waterfall" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5 [Header(Textures)][NoScaleOffset][SingleLineTexture][Space(8)] _NoiseTexture( "Noise Texture", 2D ) = "white" {} [NoScaleOffset][Normal][SingleLineTexture] _NormalMap( "Normal Map", 2D ) = "bump" {} [Space(8)] _NormalMapScale( "Normal Map Scale", Range( 0, 1 ) ) = 0 _TilingSize( "Tiling Size", Float ) = 6 [Header(Ripple Speed)][Space(8)] _X( "X", Float ) = 0.15 _Z( "Z", Float ) = 0.15 [Header(Flow Speed)][Space(8)] _X1( "X", Float ) = 0.15 _Y( "Y", Float ) = 1 _Z1( "Z", Float ) = 0.15 [Header(Water Colors)][Space(8)] _WaterColor( "Water Color", Color ) = ( 0, 0, 0, 0 ) _DepthFadeDistance( "Depth Fade Distance", Range( 1, 20 ) ) = 1.5 _CameraDepthFadeLength( "Camera Depth Fade Length", Range( 0, 16 ) ) = 1 _CameraDepthFadeOffset( "Camera Depth Fade Offset", Range( 0, 6 ) ) = 0.5 [Header(Edge Foam)][Space(8)] _EdgeFoamColor1( "Edge Foam Color", Color ) = ( 1, 1, 1, 1 ) _EdgeFoamOpacity1( "Edge Foam Opacity", Range( 0, 1 ) ) = 0.65 _EdgeFoamHardness( "Edge Foam Hardness", Range( 0, 12 ) ) = 0.33 _EdgeFoamDistance( "Edge Foam Distance", Float ) = 1 [Space (8)] _VerticalEdgeFoamOpacity( "Vertical Edge Foam Opacity", Range( 0, 1 ) ) = 0.65 _VerticalEdgeFoamHardness( "Vertical Edge Foam Hardness", Range( 0, 12 ) ) = 0.33 _VerticalEdgeFoamDistance( "Vertical Edge Foam Distance", Float ) = 1 [Space (8)] _GeneralEdgeFade( "General Edge Fade", Range( 0, 1 ) ) = 1 [Header(Surface Foam)][Space(8)][Toggle( _ENABLESURFACEFOAM_ON )] _EnableSurfaceFoam( "Enable Surface Foam", Float ) = 0 [Space(8)] _SurfaceFoamColor( "Surface Foam Color", Color ) = ( 1, 1, 1, 1 ) _SurfaceFoamSmoothness( "Surface Foam Smoothness", Range( 0, 1 ) ) = 0.35 _SurfaceFoamOpacity( "Surface Foam Opacity", Range( 0, 1 ) ) = 0 [Header(Vertical Foam)][Space(8)] _BaseHeight( "Base Height", Float ) = 1 _VerticalFoamSmoothness( "Vertical Foam Smoothness", Range( 0, 1 ) ) = 1 _VerticalFoamOpacity( "Vertical Foam Opacity", Range( 0, 1 ) ) = 1 _NoiseMin( "Noise Min", Float ) = 0.5 _NoiseMax( "Noise Max", Float ) = 0.8 [Header(Surface Options)][Space(8)] _Smoothness1( "Smoothness", Range( 0, 1 ) ) = 0.65 _Occlusion1( "Occlusion", Range( 0, 1 ) ) = 0.65 [Space(8)] _VerticalReflectionAngle( "Vertical Reflection Angle", Float ) = 1 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 [ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [HideInInspector][ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1 [HideInInspector] _AlphaClip("__clip", Float) = 0.0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } Cull Back ZWrite Off ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #define REQUIRE_OPAQUE_TEXTURE 1 #define REQUIRE_DEPTH_TEXTURE 1 #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_SCREEN_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #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_VERT_TEXTURE_COORDINATES1 #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _ENABLESURFACEFOAM_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL float4 lightmapUVOrVertexSH : TEXCOORD3; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD4; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD5; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_color : COLOR; float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; 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 _NormalMap; sampler2D _NoiseTexture; inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } 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 } float3 ASESafeNormalize(float3 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) ); float eyeDepth = -objectToViewPos.z; output.ase_texcoord7.z = eyeDepth; output.ase_texcoord7.xy = input.texcoord.xy; output.ase_color = input.ase_color; output.ase_texcoord8 = input.positionOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord7.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 ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) output.tangentWS.zw = input.texcoord.xy; output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = input.texcoord1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = input.texcoord2; #endif output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #endif output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined( _SURFACE_TYPE_TRANSPARENT ) const bool isTransparent = true; #else const bool isTransparent = false; #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif // @diogo: mikktspace compliant float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float3 TangentWS = input.tangentWS.xyz * renormFactor; float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; float3 NormalWS = input.normalWS * renormFactor; #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float4 fetchOpaqueVal1489 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 ); float2 appendResult1540 = (float2(_X , _Z)); float2 RippleSpeedXZ1517 = appendResult1540; float2 appendResult1541 = (float2(_X1 , _Z1)); float2 FlowSpeedXZ1543 = appendResult1541; float3 temp_output_1571_0 = float3( ( RippleSpeedXZ1517 - FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1568 = (float2(PositionWS.x , PositionWS.z)); float2 panner1546 = ( _TimeParameters.x * temp_output_1571_0.xy + appendResult1568); float TextureScale1509 = _TilingSize; float2 Panner11554 = ( panner1546 / TextureScale1509 ); float NormalScale1537 = _NormalMapScale; float3 unpack1559 = UnpackNormalScale( tex2D( _NormalMap, Panner11554 ), NormalScale1537 ); unpack1559.z = lerp( 1, unpack1559.z, saturate(NormalScale1537) ); float3 tex2DNode1559 = unpack1559; float mulTime1552 = _TimeParameters.x * -1.0; float3 temp_output_1548_0 = float3( ( RippleSpeedXZ1517 + FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1566 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 ))); float2 panner1549 = ( mulTime1552 * temp_output_1548_0.xy + appendResult1566); float2 Panner21555 = ( panner1549 / TextureScale1509 ); float3 unpack1560 = UnpackNormalScale( tex2D( _NormalMap, Panner21555 ), NormalScale1537 ); unpack1560.z = lerp( 1, unpack1560.z, saturate(NormalScale1537) ); float3 tex2DNode1560 = unpack1560; float FlowSpeedY1622 = _Y; float2 appendResult1645 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord648 = input.ase_texcoord7.xy * float2( 3,1 ) + float2( 0,0 ); float2 panner644 = ( 0.5 * _Time.y * appendResult1645 + texCoord648); float temp_output_1644_0 = ( NormalScale1537 * 4 ); float3 unpack1635 = UnpackNormalScale( tex2D( _NormalMap, panner644 ), temp_output_1644_0 ); unpack1635.z = lerp( 1, unpack1635.z, saturate(temp_output_1644_0) ); float2 texCoord700 = input.ase_texcoord7.xy * float2( 4,1 ) + float2( 0,0 ); float2 panner701 = ( 1.0 * _Time.y * appendResult1645 + texCoord700); float3 unpack1636 = UnpackNormalScale( tex2D( _NormalMap, panner701 ), temp_output_1644_0 ); unpack1636.z = lerp( 1, unpack1636.z, saturate(temp_output_1644_0) ); float3 VerticalNormals1641 = BlendNormal( unpack1635 , unpack1636 ); float3 BlendedNormals1556 = ( BlendNormal( tex2DNode1559 , tex2DNode1560 ) + ( VerticalNormals1641 * input.ase_color.a ) ); float screenDepth1453 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1453 = saturate( abs( ( screenDepth1453 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) ); float DepthFade1579 = distanceDepth1453; float4 temp_output_1490_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1556 * DepthFade1579 ) , 0.0 ) ); float4 fetchOpaqueVal1488 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1490_0.xy.xy ), 1.0 ); float ase_depthLinearEye = LinearEyeDepth( ScreenPos.z / ScreenPos.w, _ZBufferParams ); float depthLinearEye1485 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1490_0.xy ), _ZBufferParams ); float ifLocalVar1492 = 0; if( ase_depthLinearEye > depthLinearEye1485 ) ifLocalVar1492 = 0.0; else if( ase_depthLinearEye < depthLinearEye1485 ) ifLocalVar1492 = 1.0; float4 lerpResult1491 = lerp( fetchOpaqueVal1489 , fetchOpaqueVal1488 , ifLocalVar1492); 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 tanNormal1496 = BlendedNormals1556; float Smoothness1585 = _Smoothness1; float Occlusion1536 = _Occlusion1; half3 reflectVector1496 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tanNormal1496 ), dot( tanToWorld1, tanNormal1496 ), dot( tanToWorld2, tanNormal1496 ) ) ); float3 indirectSpecular1496 = GlossyEnvironmentReflection( reflectVector1496, PositionWS, 1.0 - Smoothness1585, Occlusion1536, ScreenPosNorm.xy ); float3 bakedGI1497 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); Light ase_mainLight = GetMainLight( ShadowCoord ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI1497, half4( 0, 0, 0, 0 ) ); float eyeDepth = input.ase_texcoord7.z; float cameraDepthFade1480 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength); float CameraDepthFade1510 = saturate( cameraDepthFade1480 ); float4 lerpResult1499 = lerp( saturate( lerpResult1491 ) , ( float4( indirectSpecular1496 , 0.0 ) + ( float4( bakedGI1497 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1510 * DepthFade1579 )); float4 BaseColor1508 = lerpResult1499; float3 normalizeResult1463 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) ); float3 tanNormal1482 = BlendedNormals1556; float3 worldNormal1482 = normalize( float3( dot( tanToWorld0, tanNormal1482 ), dot( tanToWorld1, tanNormal1482 ), dot( tanToWorld2, tanNormal1482 ) ) ); float dotResult1600 = dot( reflect( -normalizeResult1463 , worldNormal1482 ) , SafeNormalize( _MainLightPosition.xyz ) ); float saferPower1599 = abs( dotResult1600 ); float temp_output_1599_0 = pow( saferPower1599 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ); float BlendedNormalsX1584 = ( tex2DNode1559.r * tex2DNode1560.r ); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7; float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float4 clampResult1601 = clamp( ( ( temp_output_1599_0 * ( BlendedNormalsX1584 * (0.0 + ( _SurfaceFoamOpacity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 SurfaceFoam1605 = ( clampResult1601 * _SurfaceFoamColor ); #ifdef _ENABLESURFACEFOAM_ON float4 staticSwitch1587 = SurfaceFoam1605; #else float4 staticSwitch1587 = float4( 0,0,0,0 ); #endif float screenDepth1474 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1474 = saturate( abs( ( screenDepth1474 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11554 ).r * tex2D( _NoiseTexture, Panner21555 ).r ) * _EdgeFoamDistance ) ) ) ); float clampResult1475 = clamp( distanceDepth1474 , 0.0 , 1.0 ); float saferPower1519 = abs( clampResult1475 ); float clampResult1520 = clamp( pow( saferPower1519 , _EdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoam1477 = ( ( ( ( 1.0 - clampResult1520 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 ); float screenDepth1530 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1530 = saturate( abs( ( screenDepth1530 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _GeneralEdgeFade ) ) ); float4 tex2DNode810 = tex2D( _NoiseTexture, panner644 ); float VerticalNoise11867 = tex2DNode810.r; float screenDepth1851 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1851 = saturate( abs( ( screenDepth1851 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( VerticalNoise11867 * _VerticalEdgeFoamDistance ) ) ) ); float clampResult1852 = clamp( distanceDepth1851 , 0.0 , 1.0 ); float saferPower1855 = abs( clampResult1852 ); float clampResult1856 = clamp( pow( saferPower1855 , _VerticalEdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoamColor1871 = _EdgeFoamColor1; float4 VerticalEdgeFoam1866 = ( ( ( ( 1.0 - clampResult1856 ) * _VerticalEdgeFoamOpacity ) * ase_lightColor * ase_lightColor.a ) * EdgeFoamColor1871 ); float ReflectAngle1648 = temp_output_1599_0; float VerticalReflections660 = ( saturate( ( ReflectAngle1648 * ( tex2DNode810.r * tex2D( _NoiseTexture, panner701 ).r ) * _VerticalReflectionAngle ) ) * input.ase_color.a ); float ase_lightAtten = 0; ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float mulTime1921 = _TimeParameters.x * 0.4; float2 appendResult1770 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord1772 = input.ase_texcoord7.xy * float2( 1,0.31415 ) + float2( 3.14159,0 ); float2 panner1771 = ( mulTime1921 * appendResult1770 + texCoord1772); float4 tex2DNode1762 = tex2D( _NoiseTexture, panner1771 ); float mulTime1920 = _TimeParameters.x * 0.6; float2 texCoord1764 = input.ase_texcoord7.xy * float2( 2,0.25314 ) + float2( 0,0 ); float2 panner1766 = ( mulTime1920 * appendResult1770 + texCoord1764); float4 tex2DNode1763 = tex2D( _NoiseTexture, panner1766 ); float temp_output_1720_0 = saturate( ( 1.0 - ( input.ase_texcoord8.xyz.y - _BaseHeight ) ) ); float HeightFactor1884 = ( 1.0 - temp_output_1720_0 ); float lerpResult1892 = lerp( min( tex2DNode1762.r, tex2DNode1763.r ) , ( tex2DNode1762.r * tex2DNode1763.r ) , HeightFactor1884); float smoothstepResult1735 = smoothstep( _NoiseMin , _NoiseMax , lerpResult1892); float saferPower1896 = abs( ( smoothstepResult1735 * temp_output_1720_0 ) ); float clampResult1898 = clamp( pow( saferPower1896 , (0.001 + ( _VerticalFoamSmoothness - 0.0 ) * ( 1.0 - 0.001 ) / ( 1.0 - 0.0 ) ) ) , 0.0 , 1.0 ); float VerticalFoam1749 = ( ( clampResult1898 * _VerticalFoamOpacity ) * input.ase_color.b ); float3 BaseColor = ( BaseColor1508 + ( ( ( ( ( staticSwitch1587 + ( EdgeFoam1477 * distanceDepth1530 ) ) * input.ase_color.r ) + ( ( VerticalEdgeFoam1866 * distanceDepth1530 ) * ( 1.0 - input.ase_color.r ) ) ) + VerticalReflections660 ) * ase_lightAtten ) + VerticalFoam1749 ).rgb; float3 Normal = BlendedNormals1556; float3 Specular = 0.5; float Metallic = 0; float Smoothness = Smoothness1585; float Occlusion = 1; 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 "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SHADERPASS SHADERPASS_DEPTHONLY #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float Alpha = 1; float AlphaClipThreshold = _Cutoff; #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #define REQUIRE_OPAQUE_TEXTURE 1 #define REQUIRE_DEPTH_TEXTURE 1 #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_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TEXTURE_COORDINATES1 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES2 #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_COLOR #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 _ENABLESURFACEFOAM_ON struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD1; float4 LightCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; float4 lightmapUVOrVertexSH : TEXCOORD8; float4 dynamicLightmapUV : TEXCOORD9; float4 ase_texcoord10 : TEXCOORD10; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; 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 _NormalMap; sampler2D _NoiseTexture; inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } 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 } float3 ASESafeNormalize(float3 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } 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); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); output.ase_texcoord3 = screenPos; float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz ); output.ase_texcoord5.xyz = ase_tangentWS; float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS ); output.ase_texcoord6.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_texcoord7.xyz = ase_bitangentWS; 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 float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) ); float eyeDepth = -objectToViewPos.z; output.ase_texcoord4.z = eyeDepth; output.ase_texcoord4.xy = input.texcoord.xy; output.ase_color = input.ase_color; output.ase_texcoord10 = input.positionOS; //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; output.ase_texcoord7.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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.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; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 screenPos = input.ase_texcoord3; float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float4 fetchOpaqueVal1489 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 ); float2 appendResult1540 = (float2(_X , _Z)); float2 RippleSpeedXZ1517 = appendResult1540; float2 appendResult1541 = (float2(_X1 , _Z1)); float2 FlowSpeedXZ1543 = appendResult1541; float3 temp_output_1571_0 = float3( ( RippleSpeedXZ1517 - FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1568 = (float2(PositionWS.x , PositionWS.z)); float2 panner1546 = ( _TimeParameters.x * temp_output_1571_0.xy + appendResult1568); float TextureScale1509 = _TilingSize; float2 Panner11554 = ( panner1546 / TextureScale1509 ); float NormalScale1537 = _NormalMapScale; float3 unpack1559 = UnpackNormalScale( tex2D( _NormalMap, Panner11554 ), NormalScale1537 ); unpack1559.z = lerp( 1, unpack1559.z, saturate(NormalScale1537) ); float3 tex2DNode1559 = unpack1559; float mulTime1552 = _TimeParameters.x * -1.0; float3 temp_output_1548_0 = float3( ( RippleSpeedXZ1517 + FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1566 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 ))); float2 panner1549 = ( mulTime1552 * temp_output_1548_0.xy + appendResult1566); float2 Panner21555 = ( panner1549 / TextureScale1509 ); float3 unpack1560 = UnpackNormalScale( tex2D( _NormalMap, Panner21555 ), NormalScale1537 ); unpack1560.z = lerp( 1, unpack1560.z, saturate(NormalScale1537) ); float3 tex2DNode1560 = unpack1560; float FlowSpeedY1622 = _Y; float2 appendResult1645 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord648 = input.ase_texcoord4.xy * float2( 3,1 ) + float2( 0,0 ); float2 panner644 = ( 0.5 * _Time.y * appendResult1645 + texCoord648); float temp_output_1644_0 = ( NormalScale1537 * 4 ); float3 unpack1635 = UnpackNormalScale( tex2D( _NormalMap, panner644 ), temp_output_1644_0 ); unpack1635.z = lerp( 1, unpack1635.z, saturate(temp_output_1644_0) ); float2 texCoord700 = input.ase_texcoord4.xy * float2( 4,1 ) + float2( 0,0 ); float2 panner701 = ( 1.0 * _Time.y * appendResult1645 + texCoord700); float3 unpack1636 = UnpackNormalScale( tex2D( _NormalMap, panner701 ), temp_output_1644_0 ); unpack1636.z = lerp( 1, unpack1636.z, saturate(temp_output_1644_0) ); float3 VerticalNormals1641 = BlendNormal( unpack1635 , unpack1636 ); float3 BlendedNormals1556 = ( BlendNormal( tex2DNode1559 , tex2DNode1560 ) + ( VerticalNormals1641 * input.ase_color.a ) ); float4 ase_positionSSNorm = screenPos / screenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth1453 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1453 = saturate( abs( ( screenDepth1453 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) ); float DepthFade1579 = distanceDepth1453; float4 temp_output_1490_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1556 * DepthFade1579 ) , 0.0 ) ); float4 fetchOpaqueVal1488 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1490_0.xy.xy ), 1.0 ); float ase_depthLinearEye = LinearEyeDepth( screenPos.z / screenPos.w, _ZBufferParams ); float depthLinearEye1485 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1490_0.xy ), _ZBufferParams ); float ifLocalVar1492 = 0; if( ase_depthLinearEye > depthLinearEye1485 ) ifLocalVar1492 = 0.0; else if( ase_depthLinearEye < depthLinearEye1485 ) ifLocalVar1492 = 1.0; float4 lerpResult1491 = lerp( fetchOpaqueVal1489 , fetchOpaqueVal1488 , ifLocalVar1492); float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float3 ase_tangentWS = input.ase_texcoord5.xyz; float3 ase_normalWS = input.ase_texcoord6.xyz; float3 ase_bitangentWS = input.ase_texcoord7.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 tanNormal1496 = BlendedNormals1556; float Smoothness1585 = _Smoothness1; float Occlusion1536 = _Occlusion1; half3 reflectVector1496 = reflect( -ase_viewDirWS, float3( dot( tanToWorld0, tanNormal1496 ), dot( tanToWorld1, tanNormal1496 ), dot( tanToWorld2, tanNormal1496 ) ) ); float3 indirectSpecular1496 = GlossyEnvironmentReflection( reflectVector1496, PositionWS, 1.0 - Smoothness1585, Occlusion1536, ase_positionSSNorm.xy ); float3 bakedGI1497 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS ); Light ase_mainLight = GetMainLight( ShadowCoord ); MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI1497, half4( 0, 0, 0, 0 ) ); float eyeDepth = input.ase_texcoord4.z; float cameraDepthFade1480 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength); float CameraDepthFade1510 = saturate( cameraDepthFade1480 ); float4 lerpResult1499 = lerp( saturate( lerpResult1491 ) , ( float4( indirectSpecular1496 , 0.0 ) + ( float4( bakedGI1497 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1510 * DepthFade1579 )); float4 BaseColor1508 = lerpResult1499; float3 normalizeResult1463 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) ); float3 tanNormal1482 = BlendedNormals1556; float3 worldNormal1482 = normalize( float3( dot( tanToWorld0, tanNormal1482 ), dot( tanToWorld1, tanNormal1482 ), dot( tanToWorld2, tanNormal1482 ) ) ); float dotResult1600 = dot( reflect( -normalizeResult1463 , worldNormal1482 ) , SafeNormalize( _MainLightPosition.xyz ) ); float saferPower1599 = abs( dotResult1600 ); float temp_output_1599_0 = pow( saferPower1599 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ); float BlendedNormalsX1584 = ( tex2DNode1559.r * tex2DNode1560.r ); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7; float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float4 clampResult1601 = clamp( ( ( temp_output_1599_0 * ( BlendedNormalsX1584 * (0.0 + ( _SurfaceFoamOpacity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 SurfaceFoam1605 = ( clampResult1601 * _SurfaceFoamColor ); #ifdef _ENABLESURFACEFOAM_ON float4 staticSwitch1587 = SurfaceFoam1605; #else float4 staticSwitch1587 = float4( 0,0,0,0 ); #endif float screenDepth1474 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1474 = saturate( abs( ( screenDepth1474 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11554 ).r * tex2D( _NoiseTexture, Panner21555 ).r ) * _EdgeFoamDistance ) ) ) ); float clampResult1475 = clamp( distanceDepth1474 , 0.0 , 1.0 ); float saferPower1519 = abs( clampResult1475 ); float clampResult1520 = clamp( pow( saferPower1519 , _EdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoam1477 = ( ( ( ( 1.0 - clampResult1520 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 ); float screenDepth1530 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1530 = saturate( abs( ( screenDepth1530 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _GeneralEdgeFade ) ) ); float4 tex2DNode810 = tex2D( _NoiseTexture, panner644 ); float VerticalNoise11867 = tex2DNode810.r; float screenDepth1851 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1851 = saturate( abs( ( screenDepth1851 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( VerticalNoise11867 * _VerticalEdgeFoamDistance ) ) ) ); float clampResult1852 = clamp( distanceDepth1851 , 0.0 , 1.0 ); float saferPower1855 = abs( clampResult1852 ); float clampResult1856 = clamp( pow( saferPower1855 , _VerticalEdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoamColor1871 = _EdgeFoamColor1; float4 VerticalEdgeFoam1866 = ( ( ( ( 1.0 - clampResult1856 ) * _VerticalEdgeFoamOpacity ) * ase_lightColor * ase_lightColor.a ) * EdgeFoamColor1871 ); float ReflectAngle1648 = temp_output_1599_0; float VerticalReflections660 = ( saturate( ( ReflectAngle1648 * ( tex2DNode810.r * tex2D( _NoiseTexture, panner701 ).r ) * _VerticalReflectionAngle ) ) * input.ase_color.a ); float ase_lightAtten = 0; ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float mulTime1921 = _TimeParameters.x * 0.4; float2 appendResult1770 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord1772 = input.ase_texcoord4.xy * float2( 1,0.31415 ) + float2( 3.14159,0 ); float2 panner1771 = ( mulTime1921 * appendResult1770 + texCoord1772); float4 tex2DNode1762 = tex2D( _NoiseTexture, panner1771 ); float mulTime1920 = _TimeParameters.x * 0.6; float2 texCoord1764 = input.ase_texcoord4.xy * float2( 2,0.25314 ) + float2( 0,0 ); float2 panner1766 = ( mulTime1920 * appendResult1770 + texCoord1764); float4 tex2DNode1763 = tex2D( _NoiseTexture, panner1766 ); float temp_output_1720_0 = saturate( ( 1.0 - ( input.ase_texcoord10.xyz.y - _BaseHeight ) ) ); float HeightFactor1884 = ( 1.0 - temp_output_1720_0 ); float lerpResult1892 = lerp( min( tex2DNode1762.r, tex2DNode1763.r ) , ( tex2DNode1762.r * tex2DNode1763.r ) , HeightFactor1884); float smoothstepResult1735 = smoothstep( _NoiseMin , _NoiseMax , lerpResult1892); float saferPower1896 = abs( ( smoothstepResult1735 * temp_output_1720_0 ) ); float clampResult1898 = clamp( pow( saferPower1896 , (0.001 + ( _VerticalFoamSmoothness - 0.0 ) * ( 1.0 - 0.001 ) / ( 1.0 - 0.0 ) ) ) , 0.0 , 1.0 ); float VerticalFoam1749 = ( ( clampResult1898 * _VerticalFoamOpacity ) * input.ase_color.b ); float3 BaseColor = ( BaseColor1508 + ( ( ( ( ( staticSwitch1587 + ( EdgeFoam1477 * distanceDepth1530 ) ) * input.ase_color.r ) + ( ( VerticalEdgeFoam1866 * distanceDepth1530 ) * ( 1.0 - input.ase_color.r ) ) ) + VerticalReflections660 ) * ase_lightAtten ) + VerticalFoam1749 ).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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #define REQUIRE_OPAQUE_TEXTURE 1 #define REQUIRE_DEPTH_TEXTURE 1 #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_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_COLOR #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 _ENABLESURFACEFOAM_ON struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; 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_color : COLOR; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 lightmapUVOrVertexSH : TEXCOORD6; float4 dynamicLightmapUV : TEXCOORD7; float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; 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 _NormalMap; sampler2D _NoiseTexture; inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } 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 } float3 ASESafeNormalize(float3 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } 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 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); output.ase_texcoord1 = screenPos; float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz ); output.ase_texcoord3.xyz = ase_tangentWS; float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS ); output.ase_texcoord4.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_texcoord5.xyz = ase_bitangentWS; 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 float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) ); float eyeDepth = -objectToViewPos.z; output.ase_texcoord2.z = eyeDepth; output.ase_texcoord2.xy = input.ase_texcoord.xy; output.ase_color = input.ase_color; output.ase_texcoord8 = input.positionOS; //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; output.ase_texcoord5.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 ase_color : COLOR; 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.ase_color = input.ase_color; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; 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.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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; float4 screenPos = input.ase_texcoord1; float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float4 fetchOpaqueVal1489 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 ); float2 appendResult1540 = (float2(_X , _Z)); float2 RippleSpeedXZ1517 = appendResult1540; float2 appendResult1541 = (float2(_X1 , _Z1)); float2 FlowSpeedXZ1543 = appendResult1541; float3 temp_output_1571_0 = float3( ( RippleSpeedXZ1517 - FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1568 = (float2(PositionWS.x , PositionWS.z)); float2 panner1546 = ( _TimeParameters.x * temp_output_1571_0.xy + appendResult1568); float TextureScale1509 = _TilingSize; float2 Panner11554 = ( panner1546 / TextureScale1509 ); float NormalScale1537 = _NormalMapScale; float3 unpack1559 = UnpackNormalScale( tex2D( _NormalMap, Panner11554 ), NormalScale1537 ); unpack1559.z = lerp( 1, unpack1559.z, saturate(NormalScale1537) ); float3 tex2DNode1559 = unpack1559; float mulTime1552 = _TimeParameters.x * -1.0; float3 temp_output_1548_0 = float3( ( RippleSpeedXZ1517 + FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1566 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 ))); float2 panner1549 = ( mulTime1552 * temp_output_1548_0.xy + appendResult1566); float2 Panner21555 = ( panner1549 / TextureScale1509 ); float3 unpack1560 = UnpackNormalScale( tex2D( _NormalMap, Panner21555 ), NormalScale1537 ); unpack1560.z = lerp( 1, unpack1560.z, saturate(NormalScale1537) ); float3 tex2DNode1560 = unpack1560; float FlowSpeedY1622 = _Y; float2 appendResult1645 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord648 = input.ase_texcoord2.xy * float2( 3,1 ) + float2( 0,0 ); float2 panner644 = ( 0.5 * _Time.y * appendResult1645 + texCoord648); float temp_output_1644_0 = ( NormalScale1537 * 4 ); float3 unpack1635 = UnpackNormalScale( tex2D( _NormalMap, panner644 ), temp_output_1644_0 ); unpack1635.z = lerp( 1, unpack1635.z, saturate(temp_output_1644_0) ); float2 texCoord700 = input.ase_texcoord2.xy * float2( 4,1 ) + float2( 0,0 ); float2 panner701 = ( 1.0 * _Time.y * appendResult1645 + texCoord700); float3 unpack1636 = UnpackNormalScale( tex2D( _NormalMap, panner701 ), temp_output_1644_0 ); unpack1636.z = lerp( 1, unpack1636.z, saturate(temp_output_1644_0) ); float3 VerticalNormals1641 = BlendNormal( unpack1635 , unpack1636 ); float3 BlendedNormals1556 = ( BlendNormal( tex2DNode1559 , tex2DNode1560 ) + ( VerticalNormals1641 * input.ase_color.a ) ); float4 ase_positionSSNorm = screenPos / screenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float screenDepth1453 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1453 = saturate( abs( ( screenDepth1453 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) ); float DepthFade1579 = distanceDepth1453; float4 temp_output_1490_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1556 * DepthFade1579 ) , 0.0 ) ); float4 fetchOpaqueVal1488 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1490_0.xy.xy ), 1.0 ); float ase_depthLinearEye = LinearEyeDepth( screenPos.z / screenPos.w, _ZBufferParams ); float depthLinearEye1485 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1490_0.xy ), _ZBufferParams ); float ifLocalVar1492 = 0; if( ase_depthLinearEye > depthLinearEye1485 ) ifLocalVar1492 = 0.0; else if( ase_depthLinearEye < depthLinearEye1485 ) ifLocalVar1492 = 1.0; float4 lerpResult1491 = lerp( fetchOpaqueVal1489 , fetchOpaqueVal1488 , ifLocalVar1492); float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float3 ase_tangentWS = input.ase_texcoord3.xyz; float3 ase_normalWS = input.ase_texcoord4.xyz; float3 ase_bitangentWS = input.ase_texcoord5.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 tanNormal1496 = BlendedNormals1556; float Smoothness1585 = _Smoothness1; float Occlusion1536 = _Occlusion1; half3 reflectVector1496 = reflect( -ase_viewDirWS, float3( dot( tanToWorld0, tanNormal1496 ), dot( tanToWorld1, tanNormal1496 ), dot( tanToWorld2, tanNormal1496 ) ) ); float3 indirectSpecular1496 = GlossyEnvironmentReflection( reflectVector1496, PositionWS, 1.0 - Smoothness1585, Occlusion1536, ase_positionSSNorm.xy ); float3 bakedGI1497 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS ); Light ase_mainLight = GetMainLight( ShadowCoord ); MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI1497, half4( 0, 0, 0, 0 ) ); float eyeDepth = input.ase_texcoord2.z; float cameraDepthFade1480 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength); float CameraDepthFade1510 = saturate( cameraDepthFade1480 ); float4 lerpResult1499 = lerp( saturate( lerpResult1491 ) , ( float4( indirectSpecular1496 , 0.0 ) + ( float4( bakedGI1497 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1510 * DepthFade1579 )); float4 BaseColor1508 = lerpResult1499; float3 normalizeResult1463 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) ); float3 tanNormal1482 = BlendedNormals1556; float3 worldNormal1482 = normalize( float3( dot( tanToWorld0, tanNormal1482 ), dot( tanToWorld1, tanNormal1482 ), dot( tanToWorld2, tanNormal1482 ) ) ); float dotResult1600 = dot( reflect( -normalizeResult1463 , worldNormal1482 ) , SafeNormalize( _MainLightPosition.xyz ) ); float saferPower1599 = abs( dotResult1600 ); float temp_output_1599_0 = pow( saferPower1599 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ); float BlendedNormalsX1584 = ( tex2DNode1559.r * tex2DNode1560.r ); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7; float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float4 clampResult1601 = clamp( ( ( temp_output_1599_0 * ( BlendedNormalsX1584 * (0.0 + ( _SurfaceFoamOpacity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 SurfaceFoam1605 = ( clampResult1601 * _SurfaceFoamColor ); #ifdef _ENABLESURFACEFOAM_ON float4 staticSwitch1587 = SurfaceFoam1605; #else float4 staticSwitch1587 = float4( 0,0,0,0 ); #endif float screenDepth1474 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1474 = saturate( abs( ( screenDepth1474 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11554 ).r * tex2D( _NoiseTexture, Panner21555 ).r ) * _EdgeFoamDistance ) ) ) ); float clampResult1475 = clamp( distanceDepth1474 , 0.0 , 1.0 ); float saferPower1519 = abs( clampResult1475 ); float clampResult1520 = clamp( pow( saferPower1519 , _EdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoam1477 = ( ( ( ( 1.0 - clampResult1520 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 ); float screenDepth1530 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1530 = saturate( abs( ( screenDepth1530 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _GeneralEdgeFade ) ) ); float4 tex2DNode810 = tex2D( _NoiseTexture, panner644 ); float VerticalNoise11867 = tex2DNode810.r; float screenDepth1851 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams); float distanceDepth1851 = saturate( abs( ( screenDepth1851 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( VerticalNoise11867 * _VerticalEdgeFoamDistance ) ) ) ); float clampResult1852 = clamp( distanceDepth1851 , 0.0 , 1.0 ); float saferPower1855 = abs( clampResult1852 ); float clampResult1856 = clamp( pow( saferPower1855 , _VerticalEdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoamColor1871 = _EdgeFoamColor1; float4 VerticalEdgeFoam1866 = ( ( ( ( 1.0 - clampResult1856 ) * _VerticalEdgeFoamOpacity ) * ase_lightColor * ase_lightColor.a ) * EdgeFoamColor1871 ); float ReflectAngle1648 = temp_output_1599_0; float VerticalReflections660 = ( saturate( ( ReflectAngle1648 * ( tex2DNode810.r * tex2D( _NoiseTexture, panner701 ).r ) * _VerticalReflectionAngle ) ) * input.ase_color.a ); float ase_lightAtten = 0; ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float mulTime1921 = _TimeParameters.x * 0.4; float2 appendResult1770 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord1772 = input.ase_texcoord2.xy * float2( 1,0.31415 ) + float2( 3.14159,0 ); float2 panner1771 = ( mulTime1921 * appendResult1770 + texCoord1772); float4 tex2DNode1762 = tex2D( _NoiseTexture, panner1771 ); float mulTime1920 = _TimeParameters.x * 0.6; float2 texCoord1764 = input.ase_texcoord2.xy * float2( 2,0.25314 ) + float2( 0,0 ); float2 panner1766 = ( mulTime1920 * appendResult1770 + texCoord1764); float4 tex2DNode1763 = tex2D( _NoiseTexture, panner1766 ); float temp_output_1720_0 = saturate( ( 1.0 - ( input.ase_texcoord8.xyz.y - _BaseHeight ) ) ); float HeightFactor1884 = ( 1.0 - temp_output_1720_0 ); float lerpResult1892 = lerp( min( tex2DNode1762.r, tex2DNode1763.r ) , ( tex2DNode1762.r * tex2DNode1763.r ) , HeightFactor1884); float smoothstepResult1735 = smoothstep( _NoiseMin , _NoiseMax , lerpResult1892); float saferPower1896 = abs( ( smoothstepResult1735 * temp_output_1720_0 ) ); float clampResult1898 = clamp( pow( saferPower1896 , (0.001 + ( _VerticalFoamSmoothness - 0.0 ) * ( 1.0 - 0.001 ) / ( 1.0 - 0.0 ) ) ) , 0.0 , 1.0 ); float VerticalFoam1749 = ( ( clampResult1898 * _VerticalFoamOpacity ) * input.ase_color.b ); float3 BaseColor = ( BaseColor1508 + ( ( ( ( ( staticSwitch1587 + ( EdgeFoam1477 * distanceDepth1530 ) ) * input.ase_color.r ) + ( ( VerticalEdgeFoam1866 * distanceDepth1530 ) * ( 1.0 - input.ase_color.r ) ) ) + VerticalReflections660 ) * ase_lightAtten ) + VerticalFoam1749 ).rgb; float Alpha = 1; #if defined( _ALPHATEST_ON ) float AlphaClipThreshold = _Cutoff; #endif half4 color = half4(BaseColor, Alpha ); #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #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_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; 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 _NormalMap; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord3.xy = input.texcoord.xy; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.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; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif 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 float2 appendResult1540 = (float2(_X , _Z)); float2 RippleSpeedXZ1517 = appendResult1540; float2 appendResult1541 = (float2(_X1 , _Z1)); float2 FlowSpeedXZ1543 = appendResult1541; float3 temp_output_1571_0 = float3( ( RippleSpeedXZ1517 - FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1568 = (float2(PositionWS.x , PositionWS.z)); float2 panner1546 = ( _TimeParameters.x * temp_output_1571_0.xy + appendResult1568); float TextureScale1509 = _TilingSize; float2 Panner11554 = ( panner1546 / TextureScale1509 ); float NormalScale1537 = _NormalMapScale; float3 unpack1559 = UnpackNormalScale( tex2D( _NormalMap, Panner11554 ), NormalScale1537 ); unpack1559.z = lerp( 1, unpack1559.z, saturate(NormalScale1537) ); float3 tex2DNode1559 = unpack1559; float mulTime1552 = _TimeParameters.x * -1.0; float3 temp_output_1548_0 = float3( ( RippleSpeedXZ1517 + FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1566 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 ))); float2 panner1549 = ( mulTime1552 * temp_output_1548_0.xy + appendResult1566); float2 Panner21555 = ( panner1549 / TextureScale1509 ); float3 unpack1560 = UnpackNormalScale( tex2D( _NormalMap, Panner21555 ), NormalScale1537 ); unpack1560.z = lerp( 1, unpack1560.z, saturate(NormalScale1537) ); float3 tex2DNode1560 = unpack1560; float FlowSpeedY1622 = _Y; float2 appendResult1645 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord648 = input.ase_texcoord3.xy * float2( 3,1 ) + float2( 0,0 ); float2 panner644 = ( 0.5 * _Time.y * appendResult1645 + texCoord648); float temp_output_1644_0 = ( NormalScale1537 * 4 ); float3 unpack1635 = UnpackNormalScale( tex2D( _NormalMap, panner644 ), temp_output_1644_0 ); unpack1635.z = lerp( 1, unpack1635.z, saturate(temp_output_1644_0) ); float2 texCoord700 = input.ase_texcoord3.xy * float2( 4,1 ) + float2( 0,0 ); float2 panner701 = ( 1.0 * _Time.y * appendResult1645 + texCoord700); float3 unpack1636 = UnpackNormalScale( tex2D( _NormalMap, panner701 ), temp_output_1644_0 ); unpack1636.z = lerp( 1, unpack1636.z, saturate(temp_output_1644_0) ); float3 VerticalNormals1641 = BlendNormal( unpack1635 , unpack1636 ); float3 BlendedNormals1556 = ( BlendNormal( tex2DNode1559 , tex2DNode1560 ) + ( VerticalNormals1641 * input.ase_color.a ) ); float3 Normal = BlendedNormals1556; 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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #define REQUIRE_OPAQUE_TEXTURE 1 #define REQUIRE_DEPTH_TEXTURE 1 // 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_SCREEN_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #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_VERT_TEXTURE_COORDINATES1 #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma shader_feature_local _ENABLESURFACEFOAM_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL float4 lightmapUVOrVertexSH : TEXCOORD3; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD4; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD5; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_color : COLOR; float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; 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 _NormalMap; sampler2D _NoiseTexture; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" inline float4 ASE_ComputeGrabScreenPos( float4 pos ) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif float4 o = pos; o.y = pos.w * 0.5f; o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; return o; } 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 } float3 ASESafeNormalize(float3 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) ); float eyeDepth = -objectToViewPos.z; output.ase_texcoord7.z = eyeDepth; output.ase_texcoord7.xy = input.texcoord.xy; output.ase_color = input.ase_color; output.ase_texcoord8 = input.positionOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord7.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 ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion); #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) // @diogo: no fog applied in GBuffer #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) output.tangentWS.zw = input.texcoord.xy; output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) float4 texcoord1 : TEXCOORD1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) float4 texcoord2 : TEXCOORD2; #endif float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = input.texcoord1; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = input.texcoord2; #endif output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #endif output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif GBufferFragOutput frag ( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif // @diogo: mikktspace compliant float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float3 TangentWS = input.tangentWS.xyz * renormFactor; float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; float3 NormalWS = input.normalWS * renormFactor; #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos ); float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; float4 fetchOpaqueVal1489 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 ); float2 appendResult1540 = (float2(_X , _Z)); float2 RippleSpeedXZ1517 = appendResult1540; float2 appendResult1541 = (float2(_X1 , _Z1)); float2 FlowSpeedXZ1543 = appendResult1541; float3 temp_output_1571_0 = float3( ( RippleSpeedXZ1517 - FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1568 = (float2(PositionWS.x , PositionWS.z)); float2 panner1546 = ( _TimeParameters.x * temp_output_1571_0.xy + appendResult1568); float TextureScale1509 = _TilingSize; float2 Panner11554 = ( panner1546 / TextureScale1509 ); float NormalScale1537 = _NormalMapScale; float3 unpack1559 = UnpackNormalScale( tex2D( _NormalMap, Panner11554 ), NormalScale1537 ); unpack1559.z = lerp( 1, unpack1559.z, saturate(NormalScale1537) ); float3 tex2DNode1559 = unpack1559; float mulTime1552 = _TimeParameters.x * -1.0; float3 temp_output_1548_0 = float3( ( RippleSpeedXZ1517 + FlowSpeedXZ1543 ) , 0.0 ); float2 appendResult1566 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 ))); float2 panner1549 = ( mulTime1552 * temp_output_1548_0.xy + appendResult1566); float2 Panner21555 = ( panner1549 / TextureScale1509 ); float3 unpack1560 = UnpackNormalScale( tex2D( _NormalMap, Panner21555 ), NormalScale1537 ); unpack1560.z = lerp( 1, unpack1560.z, saturate(NormalScale1537) ); float3 tex2DNode1560 = unpack1560; float FlowSpeedY1622 = _Y; float2 appendResult1645 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord648 = input.ase_texcoord7.xy * float2( 3,1 ) + float2( 0,0 ); float2 panner644 = ( 0.5 * _Time.y * appendResult1645 + texCoord648); float temp_output_1644_0 = ( NormalScale1537 * 4 ); float3 unpack1635 = UnpackNormalScale( tex2D( _NormalMap, panner644 ), temp_output_1644_0 ); unpack1635.z = lerp( 1, unpack1635.z, saturate(temp_output_1644_0) ); float2 texCoord700 = input.ase_texcoord7.xy * float2( 4,1 ) + float2( 0,0 ); float2 panner701 = ( 1.0 * _Time.y * appendResult1645 + texCoord700); float3 unpack1636 = UnpackNormalScale( tex2D( _NormalMap, panner701 ), temp_output_1644_0 ); unpack1636.z = lerp( 1, unpack1636.z, saturate(temp_output_1644_0) ); float3 VerticalNormals1641 = BlendNormal( unpack1635 , unpack1636 ); float3 BlendedNormals1556 = ( BlendNormal( tex2DNode1559 , tex2DNode1560 ) + ( VerticalNormals1641 * input.ase_color.a ) ); float screenDepth1453 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1453 = saturate( abs( ( screenDepth1453 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) ); float DepthFade1579 = distanceDepth1453; float4 temp_output_1490_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1556 * DepthFade1579 ) , 0.0 ) ); float4 fetchOpaqueVal1488 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1490_0.xy.xy ), 1.0 ); float ase_depthLinearEye = LinearEyeDepth( ScreenPos.z / ScreenPos.w, _ZBufferParams ); float depthLinearEye1485 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1490_0.xy ), _ZBufferParams ); float ifLocalVar1492 = 0; if( ase_depthLinearEye > depthLinearEye1485 ) ifLocalVar1492 = 0.0; else if( ase_depthLinearEye < depthLinearEye1485 ) ifLocalVar1492 = 1.0; float4 lerpResult1491 = lerp( fetchOpaqueVal1489 , fetchOpaqueVal1488 , ifLocalVar1492); 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 tanNormal1496 = BlendedNormals1556; float Smoothness1585 = _Smoothness1; float Occlusion1536 = _Occlusion1; half3 reflectVector1496 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tanNormal1496 ), dot( tanToWorld1, tanNormal1496 ), dot( tanToWorld2, tanNormal1496 ) ) ); float3 indirectSpecular1496 = GlossyEnvironmentReflection( reflectVector1496, PositionWS, 1.0 - Smoothness1585, Occlusion1536, ScreenPosNorm.xy ); float3 bakedGI1497 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS ); Light ase_mainLight = GetMainLight( ShadowCoord ); MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI1497, half4( 0, 0, 0, 0 ) ); float eyeDepth = input.ase_texcoord7.z; float cameraDepthFade1480 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength); float CameraDepthFade1510 = saturate( cameraDepthFade1480 ); float4 lerpResult1499 = lerp( saturate( lerpResult1491 ) , ( float4( indirectSpecular1496 , 0.0 ) + ( float4( bakedGI1497 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1510 * DepthFade1579 )); float4 BaseColor1508 = lerpResult1499; float3 normalizeResult1463 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) ); float3 tanNormal1482 = BlendedNormals1556; float3 worldNormal1482 = normalize( float3( dot( tanToWorld0, tanNormal1482 ), dot( tanToWorld1, tanNormal1482 ), dot( tanToWorld2, tanNormal1482 ) ) ); float dotResult1600 = dot( reflect( -normalizeResult1463 , worldNormal1482 ) , SafeNormalize( _MainLightPosition.xyz ) ); float saferPower1599 = abs( dotResult1600 ); float temp_output_1599_0 = pow( saferPower1599 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ); float BlendedNormalsX1584 = ( tex2DNode1559.r * tex2DNode1560.r ); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7; float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float4 clampResult1601 = clamp( ( ( temp_output_1599_0 * ( BlendedNormalsX1584 * (0.0 + ( _SurfaceFoamOpacity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 SurfaceFoam1605 = ( clampResult1601 * _SurfaceFoamColor ); #ifdef _ENABLESURFACEFOAM_ON float4 staticSwitch1587 = SurfaceFoam1605; #else float4 staticSwitch1587 = float4( 0,0,0,0 ); #endif float screenDepth1474 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1474 = saturate( abs( ( screenDepth1474 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11554 ).r * tex2D( _NoiseTexture, Panner21555 ).r ) * _EdgeFoamDistance ) ) ) ); float clampResult1475 = clamp( distanceDepth1474 , 0.0 , 1.0 ); float saferPower1519 = abs( clampResult1475 ); float clampResult1520 = clamp( pow( saferPower1519 , _EdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoam1477 = ( ( ( ( 1.0 - clampResult1520 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 ); float screenDepth1530 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1530 = saturate( abs( ( screenDepth1530 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _GeneralEdgeFade ) ) ); float4 tex2DNode810 = tex2D( _NoiseTexture, panner644 ); float VerticalNoise11867 = tex2DNode810.r; float screenDepth1851 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams); float distanceDepth1851 = saturate( abs( ( screenDepth1851 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( VerticalNoise11867 * _VerticalEdgeFoamDistance ) ) ) ); float clampResult1852 = clamp( distanceDepth1851 , 0.0 , 1.0 ); float saferPower1855 = abs( clampResult1852 ); float clampResult1856 = clamp( pow( saferPower1855 , _VerticalEdgeFoamHardness ) , 0.0 , 1.0 ); float4 EdgeFoamColor1871 = _EdgeFoamColor1; float4 VerticalEdgeFoam1866 = ( ( ( ( 1.0 - clampResult1856 ) * _VerticalEdgeFoamOpacity ) * ase_lightColor * ase_lightColor.a ) * EdgeFoamColor1871 ); float ReflectAngle1648 = temp_output_1599_0; float VerticalReflections660 = ( saturate( ( ReflectAngle1648 * ( tex2DNode810.r * tex2D( _NoiseTexture, panner701 ).r ) * _VerticalReflectionAngle ) ) * input.ase_color.a ); float ase_lightAtten = 0; ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float mulTime1921 = _TimeParameters.x * 0.4; float2 appendResult1770 = (float2((float)0 , FlowSpeedY1622)); float2 texCoord1772 = input.ase_texcoord7.xy * float2( 1,0.31415 ) + float2( 3.14159,0 ); float2 panner1771 = ( mulTime1921 * appendResult1770 + texCoord1772); float4 tex2DNode1762 = tex2D( _NoiseTexture, panner1771 ); float mulTime1920 = _TimeParameters.x * 0.6; float2 texCoord1764 = input.ase_texcoord7.xy * float2( 2,0.25314 ) + float2( 0,0 ); float2 panner1766 = ( mulTime1920 * appendResult1770 + texCoord1764); float4 tex2DNode1763 = tex2D( _NoiseTexture, panner1766 ); float temp_output_1720_0 = saturate( ( 1.0 - ( input.ase_texcoord8.xyz.y - _BaseHeight ) ) ); float HeightFactor1884 = ( 1.0 - temp_output_1720_0 ); float lerpResult1892 = lerp( min( tex2DNode1762.r, tex2DNode1763.r ) , ( tex2DNode1762.r * tex2DNode1763.r ) , HeightFactor1884); float smoothstepResult1735 = smoothstep( _NoiseMin , _NoiseMax , lerpResult1892); float saferPower1896 = abs( ( smoothstepResult1735 * temp_output_1720_0 ) ); float clampResult1898 = clamp( pow( saferPower1896 , (0.001 + ( _VerticalFoamSmoothness - 0.0 ) * ( 1.0 - 0.001 ) / ( 1.0 - 0.0 ) ) ) , 0.0 , 1.0 ); float VerticalFoam1749 = ( ( clampResult1898 * _VerticalFoamOpacity ) * input.ase_color.b ); float3 BaseColor = ( BaseColor1508 + ( ( ( ( ( staticSwitch1587 + ( EdgeFoam1477 * distanceDepth1530 ) ) * input.ase_color.r ) + ( ( VerticalEdgeFoam1866 * distanceDepth1530 ) * ( 1.0 - input.ase_color.r ) ) ) + VerticalReflections660 ) * ase_lightAtten ) + VerticalFoam1749 ).rgb; float3 Normal = BlendedNormals1556; float3 Specular = 0.5; float Metallic = 0; float Smoothness = Smoothness1585; float Occlusion = 1; 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 ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SCENESELECTIONPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; surfaceDescription.Alpha = 1; #if defined( _ALPHATEST_ON ) surfaceDescription.AlphaClipThreshold = _Cutoff; #endif #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return half4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19908 #define ASE_SRP_VERSION 170100 #pragma vertex vert #pragma fragment frag #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE ) #if defined( _SPECULARHIGHLIGHTS_OFF ) #undef _SPECULAR_COLOR #else #define _SPECULAR_COLOR #endif #endif #define SCENEPICKINGPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; surfaceDescription.Alpha = 1; #if defined( _ALPHATEST_ON ) surfaceDescription.AlphaClipThreshold = _Cutoff; #endif #if defined( ASE_DEPTH_WRITE_ON ) input.positionCS.z = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = input.positionCS.z; #endif return unity_SelectionID; } ENDHLSL } Pass { Name "MotionVectors" Tags { "LightMode"="MotionVectors" } ColorMask RG HLSLPROGRAM #define ASE_GEOMETRY #define _SURFACE_TYPE_TRANSPARENT 1 #define _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #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" #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; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 positionCSNoJitter : TEXCOORD0; float4 previousPositionCSNoJitter : TEXCOORD1; float3 positionWS : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EdgeFoamColor1; float4 _WaterColor; float4 _SurfaceFoamColor; float _X; float _BaseHeight; float _NoiseMax; float _NoiseMin; float _VerticalReflectionAngle; float _VerticalEdgeFoamOpacity; float _VerticalEdgeFoamHardness; float _VerticalEdgeFoamDistance; float _GeneralEdgeFade; float _EdgeFoamOpacity1; float _EdgeFoamHardness; float _EdgeFoamDistance; float _SurfaceFoamOpacity; float _SurfaceFoamSmoothness; float _CameraDepthFadeOffset; float _CameraDepthFadeLength; float _Occlusion1; float _Smoothness1; float _DepthFadeDistance; float _Y; float _NormalMapScale; float _TilingSize; float _Z1; float _X1; float _Z; float _VerticalFoamSmoothness; float _VerticalFoamOpacity; float _AlphaClip; float _Cutoff; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif 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 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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PublicKeyToken=null;1652;-5184,-4592;Inherit;True;Global;ToonScapesGlobalNoiseTexture;ToonScapesGlobalNoiseTexture;34;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1621;-3536,-4048;Inherit;False;Property;_Y;Y;8;0;Create;True;0;0;0;False;0;False;1;0.15;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1653;-4816,-4592;Inherit;False;GlobalNoiseTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1622;-3184,-4048;Inherit;False;FlowSpeedY;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1538;-4608,-4320;Float;True;Property;_NoiseTexture;Noise Texture;0;3;[Header];[NoScaleOffset];[SingleLineTexture];Create;True;1;Textures;0;0;False;1;Space(8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1516;-4352,-4320;Inherit;False;NoiseMap1;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1533;-5136,-3968;Inherit;False;Property;_TilingSize;Tiling Size;4;0;Create;True;0;0;0;False;0;False;6;6;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1459;-5184,-4320;Float;True;Property;_NormalMap;Normal Map;2;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;1;Textures;0;0;False;0;False;None;None;True;bump;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1458;-4928,-4320;Inherit;False;NormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1452;-3280,-3040;Inherit;False;Property;_DepthFadeDistance;Depth Fade Distance;11;0;Create;True;0;0;0;False;0;False;1.5;12;1;20;0;1;FLOAT;0 Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1453;-2912,-3024;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1454;-5136,-3712;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.SwizzleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1455;-4928,-3712;Inherit;False;FLOAT2;0;2;1;3;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.VertexToFragmentNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1457;-4560,-3712;Inherit;False;False;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1461;-5136,-1680;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1462;-4576,-1696;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.NormalizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1463;-4320,-1776;Inherit;False;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.WorldSpaceCameraPos, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1465;-4912,-1792;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1478;-3312,-3312;Inherit;False;Property;_CameraDepthFadeOffset;Camera Depth Fade Offset;13;0;Create;True;0;0;0;False;0;False;0.5;1;0;6;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1479;-3312,-3392;Inherit;False;Property;_CameraDepthFadeLength;Camera Depth Fade Length;12;0;Create;True;0;0;0;False;0;False;1;1;0;16;0;1;FLOAT;0 Node;AmplifyShaderEditor.CameraDepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1480;-2992,-3360;Inherit;False;3;2;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1481;-2704,-3328;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1510;-2224,-3328;Inherit;False;CameraDepthFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1545;-3968,-3280;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1546;-4224,-3344;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;7.916384;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1547;-4672,-2816;Inherit;False;1.27943;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TransformDirectionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1548;-4720,-2736;Inherit;False;World;World;True;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1549;-4256,-2880;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;3.4984;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1550;-3968,-2832;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1551;-4272,-2736;Inherit;False;1509;TextureScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1552;-4480,-2688;Inherit;False;1;0;FLOAT;-1;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1553;-5088,-2736;Inherit;False;1517;RippleSpeedXZ;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1554;-3744,-3280;Inherit;False;Panner1;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1555;-3744,-2832;Inherit;False;Panner2;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1565;-4896,-2912;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1566;-4448,-2912;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1567;-4672,-2912;Inherit;False;1.27943;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1568;-4448,-3376;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1569;-4688,-3376;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1570;-4480,-3168;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.TransformDirectionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1571;-4720,-3216;Inherit;False;World;World;True;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1572;-5088,-3136;Inherit;False;1543;FlowSpeedXZ;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1573;-5088,-3216;Inherit;False;1517;RippleSpeedXZ;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1574;-5088,-2656;Inherit;False;1543;FlowSpeedXZ;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1575;-4864,-2736;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1576;-4880,-3216;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1579;-2336,-3024;Inherit;False;DepthFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1595;-3904,-1584;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1596;-4304,-1424;Float;False;Property;_SurfaceFoamSmoothness;Surface Foam Smoothness;24;0;Create;True;0;0;0;False;0;False;0.35;0.45;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.ExpOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1597;-3776,-1424;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1598;-4000,-1424;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;10;False;1;FLOAT;0 Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1599;-3488,-1712;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1601;-2608,-1712;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,1,1,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1602;-2400,-1568;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1603;-2800,-1712;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1606;-3488,-1584;Inherit;False;1584;BlendedNormalsX;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1608;-3472,-1424;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;500;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1609;-3248,-1584;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1610;-3056,-1712;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1611;-3248,-1424;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2 Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1614;-4016,-3888;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1616;-4016,-3712;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1615;-3744,-3888;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1617;-3552,-3888;Inherit;False;NdotL;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1482;-4304,-1584;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.NegateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1464;-4144,-1776;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ReflectOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1594;-3840,-1712;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1600;-3632,-1712;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1483;-4592,-1568;Inherit;False;1556;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1648;-3280,-1776;Inherit;False;ReflectAngle;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1544;-4240,-3200;Inherit;False;1509;TextureScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1456;-4752,-3712;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0.025,0.025;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1460;-4304,-3712;Inherit;False;GlobalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1509;-4864,-3968;Inherit;False;TextureScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1466;-4064,-2384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1468;-4352,-2384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1470;-4704,-2192;Inherit;True;Property;_TextureSample8;Texture Sample 3;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1473;-5024,-2192;Inherit;False;1555;Panner2;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1474;-3872,-2400;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1475;-3584,-2400;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1518;-2384,-2256;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1520;-3200,-2400;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1522;-3008,-2400;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1523;-2816,-2400;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1524;-2624,-2400;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1525;-3200,-2256;Float;False;Property;_EdgeFoamOpacity1;Edge Foam Opacity;15;0;Create;True;0;0;0;False;0;False;0.65;0.2;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1526;-3072,-2160;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1471;-5024,-2400;Inherit;False;1516;NoiseMap1;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1467;-4704,-2400;Inherit;True;Property;_TextureSample7;Texture Sample 3;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1472;-5024,-2320;Inherit;False;1554;Panner1;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1477;-2144,-2256;Inherit;False;EdgeFoam;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1846;-4064,-1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1847;-4352,-1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1849;-4704,-832;Inherit;True;Property;_TextureSample11;Texture Sample 3;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1850;-5024,-832;Inherit;False;1555;Panner2;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1851;-3872,-1040;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1852;-3584,-1040;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1854;-2384,-896;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1855;-3392,-1040;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1856;-3200,-1040;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1858;-3008,-1040;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1859;-2816,-1040;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1860;-2624,-1040;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1862;-3072,-800;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1863;-5024,-1040;Inherit;False;1516;NoiseMap1;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1864;-4704,-1040;Inherit;True;Property;_TextureSample12;Texture Sample 3;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1865;-5024,-960;Inherit;False;1554;Panner1;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1868;-4343.052,-753.6409;Inherit;False;1867;VerticalNoise1;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1871;-2448,-2128;Inherit;False;EdgeFoamColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1866;-2144,-896;Inherit;False;VerticalEdgeFoam;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1530;-2512,-3968;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1587;-2288,-4192;Inherit;False;Property;_EnableSurfaceFoam;Enable Surface Foam;22;0;Create;True;0;0;0;False;2;Header(Surface Foam);Space(8);False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1527;-2512,-4192;Inherit;False;1605;SurfaceFoam;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1613;-2512,-4080;Inherit;False;1477;EdgeFoam;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1505;-1968,-4192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1521;-2736,-2160;Float;False;Property;_EdgeFoamColor1;Edge Foam Color;14;1;[Header];Create;True;1;Edge Foam;0;0;False;1;Space(8);False;1,1,1,1;0,1,0.1185064,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1604;-2736,-1488;Float;False;Property;_SurfaceFoamColor;Surface Foam Color;23;1;[Header];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,1,0.1185064,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1872;-2736,-800;Inherit;False;1871;EdgeFoamColor;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1506;-912,-4192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1507;-688,-4272;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1503;-912,-4272;Inherit;False;1508;BaseColor;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1515;-912,-3920;Inherit;False;1585;Smoothness;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1504;-912,-4032;Inherit;False;1556;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1612;-1072,-4192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1529;-1360,-4080;Inherit;False;660;VerticalReflections;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1532;-1424,-3904;Inherit;False;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1657;-1808,-4192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1658;-2192,-3952;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1874;-1360,-4192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1876;-1968,-3952;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1877;-1776,-3952;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1528;-2160,-4080;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1875;-1552,-4080;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1878;-1728,-4080;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1519;-3392,-2400;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;660;848,-2288;Inherit;False;VerticalReflections;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1643;592,-2288;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;853;144,-2288;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1647;336,-2288;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;864;-208,-2288;Inherit;False;1648;ReflectAngle;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1635;-640,-1776;Inherit;True;Property;_TextureSample16;Texture Sample 10;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1639;-1280,-1680;Inherit;False;1537;NormalScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1637;-992,-1776;Inherit;False;1458;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1644;-992,-1680;Inherit;False;4;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1636;-640,-1504;Inherit;True;Property;_TextureSample17;Texture Sample 10;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1638;-992,-1504;Inherit;False;1458;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.BlendNormalsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1640;-208,-1616;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1641;112,-1616;Inherit;False;VerticalNormals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1649;-208,-2048;Inherit;False;Property;_VerticalReflectionAngle;Vertical Reflection Angle;33;0;Create;True;0;0;0;False;1;Space(8);False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;810;-640,-2320;Inherit;True;Property;_TextureSample15;Texture Sample 10;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;807;-640,-2048;Inherit;True;Property;_TextureSample14;Texture Sample 10;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;700;-1312,-1968;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;4,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;809;-992,-2320;Inherit;False;1516;NoiseMap1;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;701;-992,-1968;Inherit;False;3;0;FLOAT2;1,1;False;2;FLOAT2;0,1;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;808;-992,-2048;Inherit;False;1516;NoiseMap1;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.IntNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1646;-1504,-2096;Inherit;False;Constant;_Int0;Int 0;26;0;Create;True;0;0;0;False;0;False;0;0;False;0;0;0;1;INT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;799;-1536,-2016;Inherit;False;1622;FlowSpeedY;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1645;-1312,-2096;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;644;-992,-2240;Inherit;False;3;0;FLOAT2;1,1;False;2;FLOAT2;0,1;False;1;FLOAT;0.5;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;648;-1312,-2240;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;3,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;811;-208,-2176;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;656;336,-2192;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1531;-2832,-3968;Inherit;False;Property;_GeneralEdgeFade;General Edge Fade;21;0;Create;True;0;0;0;False;1;Space (8);False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1607;-3776,-1328;Inherit;False;Property;_SurfaceFoamOpacity;Surface Foam Opacity;25;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1605;-2128,-1568;Inherit;False;SurfaceFoam;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1469;-4352,-2272;Inherit;False;Property;_EdgeFoamDistance;Edge Foam Distance;17;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1476;-3872,-2160;Float;False;Property;_EdgeFoamHardness;Edge Foam Hardness;16;0;Create;True;0;0;0;False;0;False;0.33;0.33;0;12;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1848;-4352,-912;Inherit;False;Property;_VerticalEdgeFoamDistance;Vertical Edge Foam Distance;20;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1853;-3872,-800;Float;False;Property;_VerticalEdgeFoamHardness;Vertical Edge Foam Hardness;19;0;Create;True;0;0;0;False;0;False;0.33;0.33;0;12;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1861;-3200,-896;Float;False;Property;_VerticalEdgeFoamOpacity;Vertical Edge Foam Opacity;18;0;Create;True;0;0;0;False;1;Space (8);False;0.65;0.2;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1873;-1968,-4080;Inherit;False;1866;VerticalEdgeFoam;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1535;-4096,-4128;Inherit;False;Property;_Occlusion1;Occlusion;32;0;Create;True;0;0;0;False;0;False;0.65;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1536;-3792,-4128;Inherit;False;Occlusion;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1537;-3792,-4320;Inherit;False;NormalScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1585;-3792,-4224;Inherit;False;Smoothness;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1586;-4096,-4224;Inherit;False;Property;_Smoothness1;Smoothness;31;1;[Header];Create;True;1;Surface Options;0;0;False;1;Space(8);False;0.65;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1541;-3360,-4208;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1578;-3536,-4128;Inherit;False;Property;_Z1;Z;9;0;Create;True;0;0;0;False;0;False;0.15;0.15;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1542;-3536,-4208;Inherit;False;Property;_X1;X;7;1;[Header];Create;True;1;Flow Speed;0;0;False;1;Space(8);False;0.15;0.15;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1539;-3536,-4400;Inherit;False;Property;_X;X;5;1;[Header];Create;True;1;Ripple Speed;0;0;False;1;Space(8);False;0.15;0.15;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1540;-3360,-4400;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1577;-3536,-4320;Inherit;False;Property;_Z;Z;6;0;Create;True;0;0;0;False;0;False;0.15;0.15;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1543;-3184,-4208;Inherit;False;FlowSpeedXZ;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1517;-3184,-4400;Inherit;False;RippleSpeedXZ;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1534;-4096,-4320;Inherit;False;Property;_NormalMapScale;Normal Map Scale;3;0;Create;True;0;0;0;False;1;Space(8);False;0;0.5;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1914;-4352,-4112;Inherit;False;NoiseMap2;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1913;-4608,-4112;Float;True;Property;_VerticalFoamTexture;Vertical Foam Texture;1;2;[NoScaleOffset];[SingleLineTexture];Create;True;1;Textures;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1736;-2992,-384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1747;-2384,-384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1898;-2576,-384;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1896;-2768,-384;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1735;-3264,-384;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1892;-3472,-384;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1893;-3664,-384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1737;-3472,-256;Inherit;False;Property;_NoiseMin;Noise Min;29;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1738;-3472,-176;Inherit;False;Property;_NoiseMax;Noise Max;30;0;Create;True;0;0;0;False;0;False;0.8;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1773;-3696,-256;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1894;-3760,-128;Inherit;False;1884;HeightFactor;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1762;-4144,-384;Inherit;True;Property;_TextureSample18;Texture Sample 10;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1765;-4432,-384;Inherit;False;1516;NoiseMap1;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1880;-3472,160;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1720;-3728,160;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1718;-3952,160;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PosVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1756;-4432,160;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1715;-4144,160;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1884;-3248,160;Inherit;False;HeightFactor;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1775;-2384,-256;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1776;-2128,-384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1714;-4432,320;Inherit;False;Property;_BaseHeight;Base Height;26;1;[Header];Create;True;1;Vertical Foam;0;0;False;1;Space(8);False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1748;-2768,-224;Inherit;False;Property;_VerticalFoamOpacity;Vertical Foam Opacity;28;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1897;-3296,-176;Inherit;False;Property;_VerticalFoamSmoothness;Vertical Foam Smoothness;27;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1912;-3008,-176;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0.001;False;4;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1749;-1904,-384;Inherit;False;VerticalFoam;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1750;-912,-4368;Inherit;False;1749;VerticalFoam;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1867;-208,-2384;Inherit;False;VerticalNoise1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1771;-4432,-304;Inherit;False;3;0;FLOAT2;1,1;False;2;FLOAT2;0,1;False;1;FLOAT;0.66;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1772;-4752,-304;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;3,1;False;1;FLOAT2;3.14159,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1766;-4432,-32;Inherit;False;3;0;FLOAT2;1,1;False;2;FLOAT2;0,1;False;1;FLOAT;0.5;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1763;-4144,-112;Inherit;True;Property;_TextureSample19;Texture Sample 10;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1767;-4432,-112;Inherit;False;1516;NoiseMap1;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1764;-4752,-32;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;4,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1486;-4496,1152;Inherit;False;Constant;_Float0;Float 0;19;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1487;-4496,1232;Inherit;False;Constant;_Float3;Float 3;19;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1490;-4656,768;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1491;-3952,576;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.ConditionalIfNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1492;-4208,992;Inherit;False;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1494;-3728,576;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1495;-3952,768;Inherit;False;1556;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.IndirectSpecularLight, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1496;-3568,768;Inherit;False;Tangent;3;0;FLOAT3;0,0,1;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT3;0 Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1497;-3568,896;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1498;-3568,976;Inherit;False;Property;_WaterColor;Water Color;10;1;[Header];Create;True;1;Water Colors;0;0;False;1;Space(8);False;0,0,0,0;0.3444286,0.5023155,0.5660378,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1499;-2864,576;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1500;-3312,896;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1501;-3312,1008;Inherit;False;1510;CameraDepthFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1502;-3056,768;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1511;-3952,864;Inherit;False;1585;Smoothness;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1512;-3952,960;Inherit;False;1536;Occlusion;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1513;-3312,1088;Inherit;False;1579;DepthFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1514;-3056,1008;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.BlendNormalsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1557;-4288,1616;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1558;-4896,1696;Inherit;False;1458;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1581;-4864,848;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1582;-5120,960;Inherit;False;1579;DepthFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1561;-4896,1472;Inherit;False;1458;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1559;-4672,1472;Inherit;True;Property;_NormalMap2;Normal Map;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1564;-4896,1616;Inherit;False;1537;NormalScale;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1580;-5120,848;Inherit;False;1556;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1556;-3808,1616;Inherit;False;BlendedNormals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1508;-2608,576;Inherit;False;BaseColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1630;-4032,1616;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1560;-4672,1696;Inherit;True;Property;_NormalMap3;Normal 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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1440;3568,-960;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify 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