5305 lines
250 KiB
GLSL
5305 lines
250 KiB
GLSL
// Made with Amplify Shader Editor v1.9.9.8
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ToonScapes/URP/Surface"
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{
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Properties
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{
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[Header(Color)][Space(8)][Toggle( _ENABLECOLORTINT_ON )] _EnableColorTint( "Enable Color Tint", Float ) = 1
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[Space(8)] _BaseTint( "Base Tint", Color ) = ( 1, 1, 1, 1 )
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[Header(Textures)][NoScaleOffset][SingleLineTexture][Space (8)] _TextureRamp( "Texture Ramp", 2D ) = "white" {}
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_RampScale( "Ramp Scale", Range( 0, 1 ) ) = 0.5
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_RampOffset( "Ramp Offset", Range( 0, 1 ) ) = 0.5
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[NoScaleOffset][SingleLineTexture][Space (8)] _MainTexture( "Main Texture", 2D ) = "white" {}
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[NoScaleOffset][Normal][SingleLineTexture][Space (8)] _NormalMap( "Normal Map", 2D ) = "white" {}
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_NormalScale( "Normal Scale", Range( 0, 5 ) ) = 1
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[NoScaleOffset][SingleLineTexture][Space (8)] _EmissionMap( "Emission Map", 2D ) = "white" {}
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[Header(Highlights)][Space(8)][Toggle( _ENABLESPECULARHIGHLIGHTS_ON )] _EnableSpecularHighlights( "Enable Specular Highlights", Float ) = 1
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[Space(8)] _SpecularTint( "Specular Tint", Color ) = ( 1, 1, 1, 1 )
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[Space (8)] _SpecularSize( "Specular Size", Range( 0, 1 ) ) = 0
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_SpecularIntensity( "Specular Intensity", Range( 0, 1 ) ) = 0.5
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_SpecularSmoothness( "Specular Smoothness", Range( 0.001, 1 ) ) = 0.01
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_SpecularOcclusion( "Specular Occlusion", Range( 0, 12 ) ) = 1
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_IndirectSpecularContribution( "Indirect Specular Contribution", Range( 0, 1 ) ) = 1
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[Header (Emission)][Space(8)][Toggle( _ENABLEEMISSION_ON )] _EnableEmission( "Enable Emission", Float ) = 1
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[HDR][Space(8)] _EmissionColor( "Emission Color", Color ) = ( 1, 1, 1, 1 )
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_EmissionIntensity( "Emission Intensity", Float ) = 1
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_FlickerFrequency( "Flicker Frequency", Float ) = 1
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_FlickerScale( "Flicker Scale", Float ) = 1
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_MinIntensity( "Min Intensity", Float ) = 0.75
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_MaxIntensity( "Max Intensity", Float ) = 1
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[Header (Rim Lighting)][Space(8)][Toggle( _ENABLERIMLIGHTING_ON )] _EnableRimLighting( "Enable Rim Lighting", Float ) = 1
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[HDR][Space(8)] _RimLightColor( "Rim Light Color", Color ) = ( 1, 1, 1, 1 )
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[Space (8)] _ViewEdgeThreshold( "ViewEdgeThreshold", Range( 0, 1 ) ) = 0
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_ViewEdgeSoftness( "ViewEdgeSoftness", Range( 0, 1 ) ) = 0
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_RimIntensity1( "Rim Intensity", Range( 0, 1 ) ) = 0.2
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_RimSpread( "Rim Spread", Range( 0, 1 ) ) = 0.2
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[Space (8)] _NormalMapInfluence( "Normal Map Influence", Range( 0, 1 ) ) = 0
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_SpecularInfluence( "Specular Influence", Range( 0, 1 ) ) = 0
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[Space (8)] _DistanceFade1( "Distance Fade", Float ) = 12
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[Header(Surface Options)][Space (8)] _Occlusion( "Occlusion", Range( 0, 1 ) ) = 1
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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//_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0
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//[ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0
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//[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[HideInInspector][ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
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//[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
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//[HideInInspector] _AlphaClip("__clip", Float) = 0.0
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="SimpleLit" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
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#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.
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_GEOMETRY
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#define _SPECULAR_SETUP 1
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#define _NORMAL_DROPOFF_TS 1
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#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#define ASE_LIGHTING_SIMPLE
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#define _SPECULARHIGHLIGHTS_OFF
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#define _EMISSION
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#define ASE_VERSION 19908
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#define ASE_SRP_VERSION 170100
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
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#pragma vertex vert
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#pragma fragment frag
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#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
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#if defined( _SPECULARHIGHLIGHTS_OFF )
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#undef _SPECULAR_COLOR
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#else
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#define _SPECULAR_COLOR
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#endif
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#endif
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#define SHADERPASS SHADERPASS_FORWARD
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_WORLD_POSITION
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_FRAG_SHADOWCOORDS
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#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
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#define ASE_NEEDS_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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#pragma shader_feature_local _ENABLERIMLIGHTING_ON
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#pragma shader_feature_local _ENABLECOLORTINT_ON
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#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
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#pragma shader_feature_local _ENABLEEMISSION_ON
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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float4 texcoord : TEXCOORD0;
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#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
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float4 texcoord1 : TEXCOORD1;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
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float4 texcoord2 : TEXCOORD2;
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#endif
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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half3 normalWS : TEXCOORD1;
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float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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float4 lightmapUVOrVertexSH : TEXCOORD3;
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#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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half4 fogFactorAndVertexLight : TEXCOORD4;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD5;
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#endif
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#if defined(USE_APV_PROBE_OCCLUSION)
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float4 probeOcclusion : TEXCOORD6;
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#endif
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float4 ase_texcoord7 : TEXCOORD7;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _MainTexture;
|
|
sampler2D _TextureRamp;
|
|
sampler2D _EmissionMap;
|
|
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61164( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
|
|
{
|
|
float3 Color = 0;
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
#define SUM_LIGHTLAMBERT(Light)\
|
|
half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
|
|
Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
|
|
InputData inputData = (InputData)0;
|
|
inputData.normalizedScreenSpaceUV = ScreenUV;
|
|
inputData.positionWS = WorldPosition;
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
return Color;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61167( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61170( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord7.xy = input.texcoord.xy;
|
|
output.ase_color = input.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord7.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = input.texcoord1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = input.texcoord2;
|
|
#endif
|
|
output.ase_color = input.ase_color;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
#endif
|
|
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined( _SURFACE_TYPE_TRANSPARENT )
|
|
const bool isTransparent = true;
|
|
#else
|
|
const bool isTransparent = false;
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
float3 RimLightColor619 = _RimLightColor.rgb;
|
|
float ase_lightAtten = 0;
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
float3 bakedGI581 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI581, half4( 0, 0, 0, 0 ) );
|
|
float3 normalizedWorldNormal = normalize( NormalWS );
|
|
float2 uv_NormalMap51 = input.ase_texcoord7.xy;
|
|
float3 unpack51 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap51 ), _NormalScale );
|
|
unpack51.z = lerp( 1, unpack51.z, saturate(_NormalScale) );
|
|
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 tanNormal6 = unpack51;
|
|
float3 worldNormal6 = normalize( float3( dot( tanToWorld0, tanNormal6 ), dot( tanToWorld1, tanNormal6 ), dot( tanToWorld2, tanNormal6 ) ) );
|
|
float3 normalizeResult90 = normalize( worldNormal6 );
|
|
float3 Normals91 = normalizeResult90;
|
|
float3 lerpResult602 = lerp( normalizedWorldNormal , Normals91 , _NormalMapInfluence);
|
|
float3 NormalLerp604 = lerpResult602;
|
|
float dotResult555 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp604 );
|
|
float temp_output_653_0 = (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
|
|
float dotResult553 = dot( NormalLerp604 , ViewDirWS );
|
|
float smoothstepResult549 = smoothstep( temp_output_653_0 , ( temp_output_653_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult553 ) ));
|
|
float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult595 = dot( NormalLerp604 , ( normalizeResult4_g61166 * _RimSpread ) );
|
|
float3 WorldPosition288_g61164 = PositionWS;
|
|
float3 WorldPosition337_g61164 = WorldPosition288_g61164;
|
|
float2 ScreenUV286_g61164 = (ScreenPosNorm).xy;
|
|
float2 ScreenUV337_g61164 = ScreenUV286_g61164;
|
|
float3 WorldNormal281_g61164 = NormalLerp604;
|
|
float3 WorldNormal337_g61164 = WorldNormal281_g61164;
|
|
half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
|
|
float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
|
|
float4 ShadowMask337_g61164 = ShadowMask360_g61164;
|
|
float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float smoothstepResult576 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
|
|
float4 temp_output_611_0 = ( ( float4( ( RimLightColor619 * (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI581 , 0.0 ) * ( ( 1.0 - saturate( dotResult555 ) ) * smoothstepResult549 ) * saturate( ( ( -0.2 + dotResult595 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult576 ) );
|
|
float2 uv_MainTexture614 = input.ase_texcoord7.xy;
|
|
float4 lerpResult615 = lerp( temp_output_611_0 , ( temp_output_611_0 * tex2D( _MainTexture, uv_MainTexture614 ).a ) , _SpecularInfluence);
|
|
float4 RimLight208 = ( lerpResult615 * input.ase_color.a );
|
|
#ifdef _ENABLERIMLIGHTING_ON
|
|
float4 staticSwitch210 = RimLight208;
|
|
#else
|
|
float4 staticSwitch210 = float4( 0,0,0,0 );
|
|
#endif
|
|
float4 color217 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
|
|
#ifdef _ENABLECOLORTINT_ON
|
|
float4 staticSwitch213 = _BaseTint;
|
|
#else
|
|
float4 staticSwitch213 = color217;
|
|
#endif
|
|
float2 uv_MainTexture18 = input.ase_texcoord7.xy;
|
|
float4 tex2DNode18 = tex2D( _MainTexture, uv_MainTexture18 );
|
|
float dotResult221 = dot( Normals91 , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float RampScale665 = _RampScale;
|
|
float RampOffset666 = _RampOffset;
|
|
float CEL_Effect224 = saturate( (dotResult221*RampScale665 + RampOffset666) );
|
|
float2 temp_cast_3 = (CEL_Effect224).xx;
|
|
float3 bakedGI167 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI167, half4( 0, 0, 0, 0 ) );
|
|
float4 HalfLambert96 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI167 , 0.0 ) );
|
|
float3 WorldPosition288_g61167 = PositionWS;
|
|
float3 WorldPosition337_g61167 = WorldPosition288_g61167;
|
|
float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
|
|
float2 ScreenUV337_g61167 = ScreenUV286_g61167;
|
|
float3 WorldNormal281_g61167 = Normals91;
|
|
float3 WorldNormal337_g61167 = WorldNormal281_g61167;
|
|
half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
|
|
float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
|
|
float4 ShadowMask337_g61167 = ShadowMask360_g61167;
|
|
float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
|
|
float3 temp_cast_6 = (1.0).xxx;
|
|
float2 uv_MainTexture127 = input.ase_texcoord7.xy;
|
|
half3 reflectVector77 = reflect( -ViewDirWS, Normals91 );
|
|
float3 indirectSpecular77 = GlossyEnvironmentReflection( reflectVector77, PositionWS, 1.0 - tex2D( _MainTexture, uv_MainTexture127 ).a, _SpecularOcclusion, ScreenPosNorm.xy );
|
|
float3 lerpResult80 = lerp( temp_cast_6 , indirectSpecular77 , _IndirectSpecularContribution);
|
|
float3 IndirectSpecHighlights100 = lerpResult80;
|
|
float2 uv_MainTexture129 = input.ase_texcoord7.xy;
|
|
float4 temp_output_63_0 = ( _SpecularTint * tex2D( _MainTexture, uv_MainTexture129 ).a * _SpecularIntensity );
|
|
float3 normalizeResult4_g61169 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult66 = dot( normalizeResult4_g61169 , Normals91 );
|
|
float3 WorldPosition288_g61170 = PositionWS;
|
|
float3 WorldPosition337_g61170 = WorldPosition288_g61170;
|
|
float2 ScreenUV286_g61170 = (ScreenPosNorm).xy;
|
|
float2 ScreenUV337_g61170 = ScreenUV286_g61170;
|
|
float3 WorldNormal281_g61170 = Normals91;
|
|
float3 WorldNormal337_g61170 = WorldNormal281_g61170;
|
|
half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
|
|
float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
|
|
float4 ShadowMask337_g61170 = ShadowMask360_g61170;
|
|
float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
|
|
float4 DirectSpecHighlights109 = ( float4( (temp_output_63_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult66 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_63_0 ) * _SpecularSmoothness ) ) ) );
|
|
float4 SpecularHighlights106 = ( float4( IndirectSpecHighlights100 , 0.0 ) * DirectSpecHighlights109 * HalfLambert96 );
|
|
#ifdef _ENABLESPECULARHIGHLIGHTS_ON
|
|
float4 staticSwitch114 = SpecularHighlights106;
|
|
#else
|
|
float4 staticSwitch114 = float4( 0,0,0,0 );
|
|
#endif
|
|
|
|
float3 EmissionColor156 = _EmissionColor.rgb;
|
|
float2 uv_EmissionMap142 = input.ase_texcoord7.xy;
|
|
float EmissionAlpha152 = _EmissionColor.a;
|
|
float mulTime702 = _TimeParameters.x * _FlickerFrequency;
|
|
#ifdef _ENABLEEMISSION_ON
|
|
float3 staticSwitch144 = ( ( _EmissionIntensity * EmissionColor156 * tex2D( _EmissionMap, uv_EmissionMap142 ).rgb * EmissionAlpha152 ) * ( ( sin( ( ( mulTime702 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
|
|
#else
|
|
float3 staticSwitch144 = float3( 0,0,0 );
|
|
#endif
|
|
float3 Emission145 = staticSwitch144;
|
|
|
|
|
|
float3 BaseColor = ( staticSwitch210 + ( staticSwitch213 * ( ( ( tex2DNode18 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert96 ) + ( tex2DNode18 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale665 + RampOffset666).xy ) ) ) ) + staticSwitch114 ).rgb;
|
|
float3 Normal = float3(0, 0, 1);
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = 0.5;
|
|
float Occlusion = _Occlusion;
|
|
float3 Emission = Emission145;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
#endif
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
input.positionCS.z = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = input.positionCS;
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.viewDirectionWS = ViewDirWS;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
|
inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
|
|
inputData.normalWS,
|
|
inputData.viewDirectionWS,
|
|
input.positionCS.xy,
|
|
input.probeOcclusion,
|
|
inputData.shadowMask );
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#if defined(USE_APV_PROBE_OCCLUSION)
|
|
inputData.probeOcclusion = input.probeOcclusion;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
|
#endif
|
|
|
|
#ifdef ASE_LIGHTING_SIMPLE
|
|
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
|
|
#else
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
|
|
color.rgb += BaseColor * transmission;
|
|
|
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 lightDir = Light.direction + inputData.normalWS * normal;\
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
|
|
color.rgb += BaseColor * translucency * strength;
|
|
|
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
|
|
#else
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
|
|
#if defined( ASE_OPAQUE_KEEP_ALPHA )
|
|
return half4( color.rgb, color.a );
|
|
#else
|
|
return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SPECULAR_SETUP 1
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define ASE_LIGHTING_SIMPLE
|
|
#define _SPECULARHIGHLIGHTS_OFF
|
|
#define _EMISSION
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
//code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
|
|
positionCS = ApplyShadowClamping(positionCS);
|
|
|
|
output.positionCS = positionCS;
|
|
output.positionWS = positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
input.positionCS.z = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
#if defined( _ALPHATEST_SHADOW_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThresholdShadow );
|
|
#else
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask R
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SPECULAR_SETUP 1
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define ASE_LIGHTING_SIMPLE
|
|
#define _SPECULARHIGHLIGHTS_OFF
|
|
#define _EMISSION
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 _SPECULAR_SETUP 1
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define ASE_LIGHTING_SIMPLE
|
|
#define _SPECULARHIGHLIGHTS_OFF
|
|
#define _EMISSION
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
|
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES2
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_VERT_TANGENT
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
#pragma shader_feature_local _ENABLERIMLIGHTING_ON
|
|
#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_fragment _ _REFLECTION_PROBE_ATLAS
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma shader_feature_local _ENABLECOLORTINT_ON
|
|
#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
|
|
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
|
#pragma shader_feature_local _ENABLEEMISSION_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 lightmapUVOrVertexSH : TEXCOORD3;
|
|
float4 dynamicLightmapUV : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
|
float4 ase_texcoord8 : TEXCOORD8;
|
|
float4 ase_texcoord9 : TEXCOORD9;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _MainTexture;
|
|
sampler2D _TextureRamp;
|
|
sampler2D _EmissionMap;
|
|
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61164( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
|
|
{
|
|
float3 Color = 0;
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
#define SUM_LIGHTLAMBERT(Light)\
|
|
half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
|
|
Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
|
|
InputData inputData = (InputData)0;
|
|
inputData.normalizedScreenSpaceUV = ScreenUV;
|
|
inputData.positionWS = WorldPosition;
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
return Color;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61167( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61170( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
|
|
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
|
|
#if !defined( OUTPUT_SH4 )
|
|
OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#elif UNITY_VERSION > 60000009
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
|
|
#else
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
output.ase_texcoord5.xyz = ase_normalWS;
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
|
output.ase_texcoord7.xyz = ase_tangentWS;
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
|
output.ase_texcoord8.xyz = ase_bitangentWS;
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord9 = screenPos;
|
|
OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
|
|
#if !defined( OUTPUT_SH4 )
|
|
OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#elif UNITY_VERSION > 60000009
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
|
|
#else
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
output.ase_texcoord6.xy = input.texcoord.xy;
|
|
output.ase_color = input.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord5.w = 0;
|
|
output.ase_texcoord6.zw = 0;
|
|
output.ase_texcoord7.w = 0;
|
|
output.ase_texcoord8.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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
|
|
|
|
float3 RimLightColor619 = _RimLightColor.rgb;
|
|
float ase_lightAtten = 0;
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
float3 ase_normalWS = input.ase_texcoord5.xyz;
|
|
float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
|
|
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
|
|
float3 bakedGI581 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI581, half4( 0, 0, 0, 0 ) );
|
|
float3 normalizedWorldNormal = normalize( ase_normalWS );
|
|
float2 uv_NormalMap51 = input.ase_texcoord6.xy;
|
|
float3 unpack51 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap51 ), _NormalScale );
|
|
unpack51.z = lerp( 1, unpack51.z, saturate(_NormalScale) );
|
|
float3 ase_tangentWS = input.ase_texcoord7.xyz;
|
|
float3 ase_bitangentWS = input.ase_texcoord8.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 tanNormal6 = unpack51;
|
|
float3 worldNormal6 = normalize( float3( dot( tanToWorld0, tanNormal6 ), dot( tanToWorld1, tanNormal6 ), dot( tanToWorld2, tanNormal6 ) ) );
|
|
float3 normalizeResult90 = normalize( worldNormal6 );
|
|
float3 Normals91 = normalizeResult90;
|
|
float3 lerpResult602 = lerp( normalizedWorldNormal , Normals91 , _NormalMapInfluence);
|
|
float3 NormalLerp604 = lerpResult602;
|
|
float dotResult555 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp604 );
|
|
float temp_output_653_0 = (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
|
|
float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS );
|
|
float dotResult553 = dot( NormalLerp604 , ase_viewDirSafeWS );
|
|
float smoothstepResult549 = smoothstep( temp_output_653_0 , ( temp_output_653_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult553 ) ));
|
|
float3 normalizeResult4_g61166 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult595 = dot( NormalLerp604 , ( normalizeResult4_g61166 * _RimSpread ) );
|
|
float3 WorldPosition288_g61164 = PositionWS;
|
|
float3 WorldPosition337_g61164 = WorldPosition288_g61164;
|
|
float4 screenPos = input.ase_texcoord9;
|
|
float4 ase_positionSSNorm = screenPos / screenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float2 ScreenUV286_g61164 = (ase_positionSSNorm).xy;
|
|
float2 ScreenUV337_g61164 = ScreenUV286_g61164;
|
|
float3 WorldNormal281_g61164 = NormalLerp604;
|
|
float3 WorldNormal337_g61164 = WorldNormal281_g61164;
|
|
half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
|
|
float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
|
|
float4 ShadowMask337_g61164 = ShadowMask360_g61164;
|
|
float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float smoothstepResult576 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
|
|
float4 temp_output_611_0 = ( ( float4( ( RimLightColor619 * (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI581 , 0.0 ) * ( ( 1.0 - saturate( dotResult555 ) ) * smoothstepResult549 ) * saturate( ( ( -0.2 + dotResult595 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult576 ) );
|
|
float2 uv_MainTexture614 = input.ase_texcoord6.xy;
|
|
float4 lerpResult615 = lerp( temp_output_611_0 , ( temp_output_611_0 * tex2D( _MainTexture, uv_MainTexture614 ).a ) , _SpecularInfluence);
|
|
float4 RimLight208 = ( lerpResult615 * input.ase_color.a );
|
|
#ifdef _ENABLERIMLIGHTING_ON
|
|
float4 staticSwitch210 = RimLight208;
|
|
#else
|
|
float4 staticSwitch210 = float4( 0,0,0,0 );
|
|
#endif
|
|
float4 color217 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
|
|
#ifdef _ENABLECOLORTINT_ON
|
|
float4 staticSwitch213 = _BaseTint;
|
|
#else
|
|
float4 staticSwitch213 = color217;
|
|
#endif
|
|
float2 uv_MainTexture18 = input.ase_texcoord6.xy;
|
|
float4 tex2DNode18 = tex2D( _MainTexture, uv_MainTexture18 );
|
|
float dotResult221 = dot( Normals91 , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float RampScale665 = _RampScale;
|
|
float RampOffset666 = _RampOffset;
|
|
float CEL_Effect224 = saturate( (dotResult221*RampScale665 + RampOffset666) );
|
|
float2 temp_cast_3 = (CEL_Effect224).xx;
|
|
float3 bakedGI167 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI167, half4( 0, 0, 0, 0 ) );
|
|
float4 HalfLambert96 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI167 , 0.0 ) );
|
|
float3 WorldPosition288_g61167 = PositionWS;
|
|
float3 WorldPosition337_g61167 = WorldPosition288_g61167;
|
|
float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy;
|
|
float2 ScreenUV337_g61167 = ScreenUV286_g61167;
|
|
float3 WorldNormal281_g61167 = Normals91;
|
|
float3 WorldNormal337_g61167 = WorldNormal281_g61167;
|
|
half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
|
|
float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
|
|
float4 ShadowMask337_g61167 = ShadowMask360_g61167;
|
|
float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
|
|
float3 temp_cast_6 = (1.0).xxx;
|
|
float2 uv_MainTexture127 = input.ase_texcoord6.xy;
|
|
half3 reflectVector77 = reflect( -ase_viewDirWS, Normals91 );
|
|
float3 indirectSpecular77 = GlossyEnvironmentReflection( reflectVector77, PositionWS, 1.0 - tex2D( _MainTexture, uv_MainTexture127 ).a, _SpecularOcclusion, ase_positionSSNorm.xy );
|
|
float3 lerpResult80 = lerp( temp_cast_6 , indirectSpecular77 , _IndirectSpecularContribution);
|
|
float3 IndirectSpecHighlights100 = lerpResult80;
|
|
float2 uv_MainTexture129 = input.ase_texcoord6.xy;
|
|
float4 temp_output_63_0 = ( _SpecularTint * tex2D( _MainTexture, uv_MainTexture129 ).a * _SpecularIntensity );
|
|
float3 normalizeResult4_g61169 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult66 = dot( normalizeResult4_g61169 , Normals91 );
|
|
float3 WorldPosition288_g61170 = PositionWS;
|
|
float3 WorldPosition337_g61170 = WorldPosition288_g61170;
|
|
float2 ScreenUV286_g61170 = (ase_positionSSNorm).xy;
|
|
float2 ScreenUV337_g61170 = ScreenUV286_g61170;
|
|
float3 WorldNormal281_g61170 = Normals91;
|
|
float3 WorldNormal337_g61170 = WorldNormal281_g61170;
|
|
half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
|
|
float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
|
|
float4 ShadowMask337_g61170 = ShadowMask360_g61170;
|
|
float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
|
|
float4 DirectSpecHighlights109 = ( float4( (temp_output_63_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult66 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_63_0 ) * _SpecularSmoothness ) ) ) );
|
|
float4 SpecularHighlights106 = ( float4( IndirectSpecHighlights100 , 0.0 ) * DirectSpecHighlights109 * HalfLambert96 );
|
|
#ifdef _ENABLESPECULARHIGHLIGHTS_ON
|
|
float4 staticSwitch114 = SpecularHighlights106;
|
|
#else
|
|
float4 staticSwitch114 = float4( 0,0,0,0 );
|
|
#endif
|
|
|
|
float3 EmissionColor156 = _EmissionColor.rgb;
|
|
float2 uv_EmissionMap142 = input.ase_texcoord6.xy;
|
|
float EmissionAlpha152 = _EmissionColor.a;
|
|
float mulTime702 = _TimeParameters.x * _FlickerFrequency;
|
|
#ifdef _ENABLEEMISSION_ON
|
|
float3 staticSwitch144 = ( ( _EmissionIntensity * EmissionColor156 * tex2D( _EmissionMap, uv_EmissionMap142 ).rgb * EmissionAlpha152 ) * ( ( sin( ( ( mulTime702 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
|
|
#else
|
|
float3 staticSwitch144 = float3( 0,0,0 );
|
|
#endif
|
|
float3 Emission145 = staticSwitch144;
|
|
|
|
|
|
float3 BaseColor = ( staticSwitch210 + ( staticSwitch213 * ( ( ( tex2DNode18 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert96 ) + ( tex2DNode18 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale665 + RampOffset666).xy ) ) ) ) + staticSwitch114 ).rgb;
|
|
float3 Emission = Emission145;
|
|
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 One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SPECULAR_SETUP 1
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define ASE_LIGHTING_SIMPLE
|
|
#define _SPECULARHIGHLIGHTS_OFF
|
|
#define _EMISSION
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_VERT_TANGENT
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
#pragma shader_feature_local _ENABLERIMLIGHTING_ON
|
|
#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_fragment _ _REFLECTION_PROBE_ATLAS
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma shader_feature_local _ENABLECOLORTINT_ON
|
|
#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
|
|
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD1;
|
|
float4 dynamicLightmapUV : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
|
float4 ase_color : COLOR;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _MainTexture;
|
|
sampler2D _TextureRamp;
|
|
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61164( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
|
|
{
|
|
float3 Color = 0;
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
#define SUM_LIGHTLAMBERT(Light)\
|
|
half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
|
|
Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
|
|
InputData inputData = (InputData)0;
|
|
inputData.normalizedScreenSpaceUV = ScreenUV;
|
|
inputData.positionWS = WorldPosition;
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
return Color;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61167( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61170( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_TRANSFER_INSTANCE_ID( input, output );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
|
|
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
|
|
#if !defined( OUTPUT_SH4 )
|
|
OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#elif UNITY_VERSION > 60000009
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
|
|
#else
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
output.ase_texcoord3.xyz = ase_normalWS;
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
|
output.ase_texcoord5.xyz = ase_tangentWS;
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
|
output.ase_texcoord6.xyz = ase_bitangentWS;
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord7 = screenPos;
|
|
OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
|
|
#if !defined( OUTPUT_SH4 )
|
|
OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#elif UNITY_VERSION > 60000009
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
|
|
#else
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
output.ase_texcoord4.xy = input.ase_texcoord.xy;
|
|
output.ase_color = input.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord3.w = 0;
|
|
output.ase_texcoord4.zw = 0;
|
|
output.ase_texcoord5.w = 0;
|
|
output.ase_texcoord6.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
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 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_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.texcoord1 = input.texcoord1;
|
|
output.texcoord2 = input.texcoord2;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
output.ase_color = input.ase_color;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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.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_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;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
|
|
float3 RimLightColor619 = _RimLightColor.rgb;
|
|
float ase_lightAtten = 0;
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
float3 ase_normalWS = input.ase_texcoord3.xyz;
|
|
float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
|
|
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
|
|
float3 bakedGI581 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI581, half4( 0, 0, 0, 0 ) );
|
|
float3 normalizedWorldNormal = normalize( ase_normalWS );
|
|
float2 uv_NormalMap51 = input.ase_texcoord4.xy;
|
|
float3 unpack51 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap51 ), _NormalScale );
|
|
unpack51.z = lerp( 1, unpack51.z, saturate(_NormalScale) );
|
|
float3 ase_tangentWS = input.ase_texcoord5.xyz;
|
|
float3 ase_bitangentWS = input.ase_texcoord6.xyz;
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
|
float3 tanNormal6 = unpack51;
|
|
float3 worldNormal6 = normalize( float3( dot( tanToWorld0, tanNormal6 ), dot( tanToWorld1, tanNormal6 ), dot( tanToWorld2, tanNormal6 ) ) );
|
|
float3 normalizeResult90 = normalize( worldNormal6 );
|
|
float3 Normals91 = normalizeResult90;
|
|
float3 lerpResult602 = lerp( normalizedWorldNormal , Normals91 , _NormalMapInfluence);
|
|
float3 NormalLerp604 = lerpResult602;
|
|
float dotResult555 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp604 );
|
|
float temp_output_653_0 = (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
|
|
float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS );
|
|
float dotResult553 = dot( NormalLerp604 , ase_viewDirSafeWS );
|
|
float smoothstepResult549 = smoothstep( temp_output_653_0 , ( temp_output_653_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult553 ) ));
|
|
float3 normalizeResult4_g61166 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult595 = dot( NormalLerp604 , ( normalizeResult4_g61166 * _RimSpread ) );
|
|
float3 WorldPosition288_g61164 = PositionWS;
|
|
float3 WorldPosition337_g61164 = WorldPosition288_g61164;
|
|
float4 screenPos = input.ase_texcoord7;
|
|
float4 ase_positionSSNorm = screenPos / screenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float2 ScreenUV286_g61164 = (ase_positionSSNorm).xy;
|
|
float2 ScreenUV337_g61164 = ScreenUV286_g61164;
|
|
float3 WorldNormal281_g61164 = NormalLerp604;
|
|
float3 WorldNormal337_g61164 = WorldNormal281_g61164;
|
|
half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
|
|
float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
|
|
float4 ShadowMask337_g61164 = ShadowMask360_g61164;
|
|
float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float smoothstepResult576 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
|
|
float4 temp_output_611_0 = ( ( float4( ( RimLightColor619 * (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI581 , 0.0 ) * ( ( 1.0 - saturate( dotResult555 ) ) * smoothstepResult549 ) * saturate( ( ( -0.2 + dotResult595 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult576 ) );
|
|
float2 uv_MainTexture614 = input.ase_texcoord4.xy;
|
|
float4 lerpResult615 = lerp( temp_output_611_0 , ( temp_output_611_0 * tex2D( _MainTexture, uv_MainTexture614 ).a ) , _SpecularInfluence);
|
|
float4 RimLight208 = ( lerpResult615 * input.ase_color.a );
|
|
#ifdef _ENABLERIMLIGHTING_ON
|
|
float4 staticSwitch210 = RimLight208;
|
|
#else
|
|
float4 staticSwitch210 = float4( 0,0,0,0 );
|
|
#endif
|
|
float4 color217 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
|
|
#ifdef _ENABLECOLORTINT_ON
|
|
float4 staticSwitch213 = _BaseTint;
|
|
#else
|
|
float4 staticSwitch213 = color217;
|
|
#endif
|
|
float2 uv_MainTexture18 = input.ase_texcoord4.xy;
|
|
float4 tex2DNode18 = tex2D( _MainTexture, uv_MainTexture18 );
|
|
float dotResult221 = dot( Normals91 , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float RampScale665 = _RampScale;
|
|
float RampOffset666 = _RampOffset;
|
|
float CEL_Effect224 = saturate( (dotResult221*RampScale665 + RampOffset666) );
|
|
float2 temp_cast_3 = (CEL_Effect224).xx;
|
|
float3 bakedGI167 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI167, half4( 0, 0, 0, 0 ) );
|
|
float4 HalfLambert96 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI167 , 0.0 ) );
|
|
float3 WorldPosition288_g61167 = PositionWS;
|
|
float3 WorldPosition337_g61167 = WorldPosition288_g61167;
|
|
float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy;
|
|
float2 ScreenUV337_g61167 = ScreenUV286_g61167;
|
|
float3 WorldNormal281_g61167 = Normals91;
|
|
float3 WorldNormal337_g61167 = WorldNormal281_g61167;
|
|
half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
|
|
float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
|
|
float4 ShadowMask337_g61167 = ShadowMask360_g61167;
|
|
float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
|
|
float3 temp_cast_6 = (1.0).xxx;
|
|
float2 uv_MainTexture127 = input.ase_texcoord4.xy;
|
|
half3 reflectVector77 = reflect( -ase_viewDirWS, Normals91 );
|
|
float3 indirectSpecular77 = GlossyEnvironmentReflection( reflectVector77, PositionWS, 1.0 - tex2D( _MainTexture, uv_MainTexture127 ).a, _SpecularOcclusion, ase_positionSSNorm.xy );
|
|
float3 lerpResult80 = lerp( temp_cast_6 , indirectSpecular77 , _IndirectSpecularContribution);
|
|
float3 IndirectSpecHighlights100 = lerpResult80;
|
|
float2 uv_MainTexture129 = input.ase_texcoord4.xy;
|
|
float4 temp_output_63_0 = ( _SpecularTint * tex2D( _MainTexture, uv_MainTexture129 ).a * _SpecularIntensity );
|
|
float3 normalizeResult4_g61169 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult66 = dot( normalizeResult4_g61169 , Normals91 );
|
|
float3 WorldPosition288_g61170 = PositionWS;
|
|
float3 WorldPosition337_g61170 = WorldPosition288_g61170;
|
|
float2 ScreenUV286_g61170 = (ase_positionSSNorm).xy;
|
|
float2 ScreenUV337_g61170 = ScreenUV286_g61170;
|
|
float3 WorldNormal281_g61170 = Normals91;
|
|
float3 WorldNormal337_g61170 = WorldNormal281_g61170;
|
|
half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
|
|
float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
|
|
float4 ShadowMask337_g61170 = ShadowMask360_g61170;
|
|
float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
|
|
float4 DirectSpecHighlights109 = ( float4( (temp_output_63_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult66 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_63_0 ) * _SpecularSmoothness ) ) ) );
|
|
float4 SpecularHighlights106 = ( float4( IndirectSpecHighlights100 , 0.0 ) * DirectSpecHighlights109 * HalfLambert96 );
|
|
#ifdef _ENABLESPECULARHIGHLIGHTS_ON
|
|
float4 staticSwitch114 = SpecularHighlights106;
|
|
#else
|
|
float4 staticSwitch114 = float4( 0,0,0,0 );
|
|
#endif
|
|
|
|
|
|
float3 BaseColor = ( staticSwitch210 + ( staticSwitch213 * ( ( ( tex2DNode18 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert96 ) + ( tex2DNode18 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale665 + RampOffset666).xy ) ) ) ) + staticSwitch114 ).rgb;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
#endif
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SPECULAR_SETUP 1
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define ASE_LIGHTING_SIMPLE
|
|
#define _SPECULARHIGHLIGHTS_OFF
|
|
#define _EMISSION
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
half4 texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
void frag( PackedVaryings input
|
|
, out half4 outNormalWS : SV_Target0
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
|
|
|
|
float3 Normal = float3(0, 0, 1);
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
input.positionCS.z = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = NormalWS;
|
|
#endif
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
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#define _SPECULAR_SETUP 1
|
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#define _NORMAL_DROPOFF_TS 1
|
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#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
|
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
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#pragma multi_compile_instancing
|
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define ASE_FOG 1
|
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
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#define ASE_LIGHTING_SIMPLE
|
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#define _SPECULARHIGHLIGHTS_OFF
|
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#define _EMISSION
|
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#define ASE_VERSION 19908
|
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#define ASE_SRP_VERSION 170100
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|
|
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|
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// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
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// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
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#pragma exclude_renderers glcore gles3
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|
|
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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|
|
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
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#pragma multi_compile _ SHADOWS_SHADOWMASK
|
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
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#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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|
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#pragma vertex vert
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#pragma fragment frag
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#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
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#if defined( _SPECULARHIGHLIGHTS_OFF )
|
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#undef _SPECULAR_COLOR
|
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#else
|
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#define _SPECULAR_COLOR
|
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#endif
|
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#endif
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|
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#define SHADERPASS SHADERPASS_GBUFFER
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|
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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|
|
|
#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_FRAG_SHADOWCOORDS
|
|
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
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#pragma shader_feature_local _ENABLERIMLIGHTING_ON
|
|
#pragma shader_feature_local _ENABLECOLORTINT_ON
|
|
#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
|
|
#pragma shader_feature_local _ENABLEEMISSION_ON
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
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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;
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _MainTexture;
|
|
sampler2D _TextureRamp;
|
|
sampler2D _EmissionMap;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61164( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
|
|
{
|
|
float3 Color = 0;
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
#define SUM_LIGHTLAMBERT(Light)\
|
|
half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
|
|
Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
|
|
InputData inputData = (InputData)0;
|
|
inputData.normalizedScreenSpaceUV = ScreenUV;
|
|
inputData.positionWS = WorldPosition;
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHTLAMBERT( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
return Color;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61167( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
half4 CalculateShadowMask343_g61170( )
|
|
{
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
half4 shadowMask = inputData.shadowMask;
|
|
#elif !defined (LIGHTMAP_ON)
|
|
half4 shadowMask = unity_ProbesOcclusion;
|
|
#else
|
|
half4 shadowMask = half4(1, 1, 1, 1);
|
|
#endif
|
|
return shadowMask;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord7.xy = input.texcoord.xy;
|
|
output.ase_color = input.ase_color;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord7.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
float4 ase_color : COLOR;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = input.texcoord1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = input.texcoord2;
|
|
#endif
|
|
output.ase_color = input.ase_color;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
#endif
|
|
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
GBufferFragOutput frag ( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
float3 RimLightColor619 = _RimLightColor.rgb;
|
|
float ase_lightAtten = 0;
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
float3 bakedGI581 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI581, half4( 0, 0, 0, 0 ) );
|
|
float3 normalizedWorldNormal = normalize( NormalWS );
|
|
float2 uv_NormalMap51 = input.ase_texcoord7.xy;
|
|
float3 unpack51 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap51 ), _NormalScale );
|
|
unpack51.z = lerp( 1, unpack51.z, saturate(_NormalScale) );
|
|
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 tanNormal6 = unpack51;
|
|
float3 worldNormal6 = normalize( float3( dot( tanToWorld0, tanNormal6 ), dot( tanToWorld1, tanNormal6 ), dot( tanToWorld2, tanNormal6 ) ) );
|
|
float3 normalizeResult90 = normalize( worldNormal6 );
|
|
float3 Normals91 = normalizeResult90;
|
|
float3 lerpResult602 = lerp( normalizedWorldNormal , Normals91 , _NormalMapInfluence);
|
|
float3 NormalLerp604 = lerpResult602;
|
|
float dotResult555 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp604 );
|
|
float temp_output_653_0 = (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
|
|
float dotResult553 = dot( NormalLerp604 , ViewDirWS );
|
|
float smoothstepResult549 = smoothstep( temp_output_653_0 , ( temp_output_653_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult553 ) ));
|
|
float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult595 = dot( NormalLerp604 , ( normalizeResult4_g61166 * _RimSpread ) );
|
|
float3 WorldPosition288_g61164 = PositionWS;
|
|
float3 WorldPosition337_g61164 = WorldPosition288_g61164;
|
|
float2 ScreenUV286_g61164 = (ScreenPosNorm).xy;
|
|
float2 ScreenUV337_g61164 = ScreenUV286_g61164;
|
|
float3 WorldNormal281_g61164 = NormalLerp604;
|
|
float3 WorldNormal337_g61164 = WorldNormal281_g61164;
|
|
half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
|
|
float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
|
|
float4 ShadowMask337_g61164 = ShadowMask360_g61164;
|
|
float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float smoothstepResult576 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
|
|
float4 temp_output_611_0 = ( ( float4( ( RimLightColor619 * (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI581 , 0.0 ) * ( ( 1.0 - saturate( dotResult555 ) ) * smoothstepResult549 ) * saturate( ( ( -0.2 + dotResult595 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult576 ) );
|
|
float2 uv_MainTexture614 = input.ase_texcoord7.xy;
|
|
float4 lerpResult615 = lerp( temp_output_611_0 , ( temp_output_611_0 * tex2D( _MainTexture, uv_MainTexture614 ).a ) , _SpecularInfluence);
|
|
float4 RimLight208 = ( lerpResult615 * input.ase_color.a );
|
|
#ifdef _ENABLERIMLIGHTING_ON
|
|
float4 staticSwitch210 = RimLight208;
|
|
#else
|
|
float4 staticSwitch210 = float4( 0,0,0,0 );
|
|
#endif
|
|
float4 color217 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
|
|
#ifdef _ENABLECOLORTINT_ON
|
|
float4 staticSwitch213 = _BaseTint;
|
|
#else
|
|
float4 staticSwitch213 = color217;
|
|
#endif
|
|
float2 uv_MainTexture18 = input.ase_texcoord7.xy;
|
|
float4 tex2DNode18 = tex2D( _MainTexture, uv_MainTexture18 );
|
|
float dotResult221 = dot( Normals91 , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float RampScale665 = _RampScale;
|
|
float RampOffset666 = _RampOffset;
|
|
float CEL_Effect224 = saturate( (dotResult221*RampScale665 + RampOffset666) );
|
|
float2 temp_cast_3 = (CEL_Effect224).xx;
|
|
float3 bakedGI167 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
|
|
MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI167, half4( 0, 0, 0, 0 ) );
|
|
float4 HalfLambert96 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI167 , 0.0 ) );
|
|
float3 WorldPosition288_g61167 = PositionWS;
|
|
float3 WorldPosition337_g61167 = WorldPosition288_g61167;
|
|
float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
|
|
float2 ScreenUV337_g61167 = ScreenUV286_g61167;
|
|
float3 WorldNormal281_g61167 = Normals91;
|
|
float3 WorldNormal337_g61167 = WorldNormal281_g61167;
|
|
half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
|
|
float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
|
|
float4 ShadowMask337_g61167 = ShadowMask360_g61167;
|
|
float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
|
|
float3 temp_cast_6 = (1.0).xxx;
|
|
float2 uv_MainTexture127 = input.ase_texcoord7.xy;
|
|
half3 reflectVector77 = reflect( -ViewDirWS, Normals91 );
|
|
float3 indirectSpecular77 = GlossyEnvironmentReflection( reflectVector77, PositionWS, 1.0 - tex2D( _MainTexture, uv_MainTexture127 ).a, _SpecularOcclusion, ScreenPosNorm.xy );
|
|
float3 lerpResult80 = lerp( temp_cast_6 , indirectSpecular77 , _IndirectSpecularContribution);
|
|
float3 IndirectSpecHighlights100 = lerpResult80;
|
|
float2 uv_MainTexture129 = input.ase_texcoord7.xy;
|
|
float4 temp_output_63_0 = ( _SpecularTint * tex2D( _MainTexture, uv_MainTexture129 ).a * _SpecularIntensity );
|
|
float3 normalizeResult4_g61169 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
|
|
float dotResult66 = dot( normalizeResult4_g61169 , Normals91 );
|
|
float3 WorldPosition288_g61170 = PositionWS;
|
|
float3 WorldPosition337_g61170 = WorldPosition288_g61170;
|
|
float2 ScreenUV286_g61170 = (ScreenPosNorm).xy;
|
|
float2 ScreenUV337_g61170 = ScreenUV286_g61170;
|
|
float3 WorldNormal281_g61170 = Normals91;
|
|
float3 WorldNormal337_g61170 = WorldNormal281_g61170;
|
|
half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
|
|
float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
|
|
float4 ShadowMask337_g61170 = ShadowMask360_g61170;
|
|
float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
|
|
float4 DirectSpecHighlights109 = ( float4( (temp_output_63_0).rgb , 0.0 ) * saturate( ( float4( ( (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult66 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_63_0 ) * _SpecularSmoothness ) ) ) );
|
|
float4 SpecularHighlights106 = ( float4( IndirectSpecHighlights100 , 0.0 ) * DirectSpecHighlights109 * HalfLambert96 );
|
|
#ifdef _ENABLESPECULARHIGHLIGHTS_ON
|
|
float4 staticSwitch114 = SpecularHighlights106;
|
|
#else
|
|
float4 staticSwitch114 = float4( 0,0,0,0 );
|
|
#endif
|
|
|
|
float3 EmissionColor156 = _EmissionColor.rgb;
|
|
float2 uv_EmissionMap142 = input.ase_texcoord7.xy;
|
|
float EmissionAlpha152 = _EmissionColor.a;
|
|
float mulTime702 = _TimeParameters.x * _FlickerFrequency;
|
|
#ifdef _ENABLEEMISSION_ON
|
|
float3 staticSwitch144 = ( ( _EmissionIntensity * EmissionColor156 * tex2D( _EmissionMap, uv_EmissionMap142 ).rgb * EmissionAlpha152 ) * ( ( sin( ( ( mulTime702 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
|
|
#else
|
|
float3 staticSwitch144 = float3( 0,0,0 );
|
|
#endif
|
|
float3 Emission145 = staticSwitch144;
|
|
|
|
|
|
float3 BaseColor = ( staticSwitch210 + ( staticSwitch213 * ( ( ( tex2DNode18 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert96 ) + ( tex2DNode18 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale665 + RampOffset666).xy ) ) ) ) + staticSwitch114 ).rgb;
|
|
float3 Normal = float3(0, 0, 1);
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = 0.5;
|
|
float Occlusion = _Occlusion;
|
|
float3 Emission = Emission145;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
#endif
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
input.positionCS.z = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = input.positionCS;
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
|
|
|
|
#ifdef ASE_FOG
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
|
inputData.bakedGI = SAMPLE_GI(SH,
|
|
GetAbsolutePositionWS(inputData.positionWS),
|
|
inputData.normalWS,
|
|
inputData.viewDirectionWS,
|
|
input.positionCS.xy,
|
|
input.probeOcclusion,
|
|
inputData.shadowMask);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#if defined(USE_APV_PROBE_OCCLUSION)
|
|
inputData.probeOcclusion = input.probeOcclusion;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(input.positionCS,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
|
|
color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0,
|
|
inputData.bakedGI, Occlusion, inputData.positionWS,
|
|
inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
|
|
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SPECULAR_SETUP 1
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define ASE_LIGHTING_SIMPLE
|
|
#define _SPECULARHIGHLIGHTS_OFF
|
|
#define _EMISSION
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _RimLightColor;
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float4 _EmissionColor;
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float4 _BaseTint;
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float4 _SpecularTint;
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float _FlickerScale;
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float _FlickerFrequency;
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float _EmissionIntensity;
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float _Occlusion;
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float _SpecularSmoothness;
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float _SpecularSize;
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float _SpecularIntensity;
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float _IndirectSpecularContribution;
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float _SpecularOcclusion;
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float _RampOffset;
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float _RampScale;
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float _SpecularInfluence;
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float _DistanceFade1;
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float _RimSpread;
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float _ViewEdgeSoftness;
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float _ViewEdgeThreshold;
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float _NormalMapInfluence;
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float _NormalScale;
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float _RimIntensity1;
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float _MaxIntensity;
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float _MinIntensity;
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float _AlphaClip;
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float _Cutoff;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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struct SurfaceDescription
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{
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float Alpha;
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float AlphaClipThreshold;
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};
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PackedVaryings VertexFunction(Attributes input )
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{
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PackedVaryings output;
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ZERO_INITIALIZE(PackedVaryings, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = input.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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input.positionOS.xyz = vertexValue;
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#else
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input.positionOS.xyz += vertexValue;
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#endif
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input.normalOS = input.normalOS;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
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output.positionCS = vertexInput.positionCS;
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output.positionWS = vertexInput.positionWS;
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return output;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 positionOS : INTERNALTESSPOS;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( Attributes input )
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{
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VertexControl output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.tangentOS = input.tangentOS;
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return output;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
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{
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TessellationFactors output;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
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return output;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
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{
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return patch[id];
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}
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[domain("tri")]
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PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
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{
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Attributes output = (Attributes) 0;
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output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
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output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
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output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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for (int i = 0; i < 3; ++i)
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pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
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float phongStrength = _TessPhongStrength;
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output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
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#endif
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UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
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return VertexFunction(output);
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}
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#else
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PackedVaryings vert ( Attributes input )
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{
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return VertexFunction( input );
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}
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#endif
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half4 frag( PackedVaryings input
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#if defined( ASE_DEPTH_WRITE_ON )
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,out float outputDepth : ASE_SV_DEPTH
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#endif
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) : SV_Target
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{
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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float3 PositionWS = input.positionWS;
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float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
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float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
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float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
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surfaceDescription.Alpha = 1;
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#if defined( _ALPHATEST_ON )
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surfaceDescription.AlphaClipThreshold = _Cutoff;
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#endif
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#if defined( ASE_DEPTH_WRITE_ON )
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input.positionCS.z = input.positionCS.z;
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#endif
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#ifdef _ALPHATEST_ON
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clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
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#endif
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#if defined( ASE_DEPTH_WRITE_ON )
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outputDepth = input.positionCS.z;
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#endif
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return half4( _ObjectId, _PassValue, 1.0, 1.0 );
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}
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ENDHLSL
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}
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Pass
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{
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Name "ScenePickingPass"
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Tags { "LightMode"="Picking" }
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AlphaToMask Off
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HLSLPROGRAM
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#define ASE_GEOMETRY
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#define _SPECULAR_SETUP 1
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#define _NORMAL_DROPOFF_TS 1
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#define ASE_FOG 1
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#define ASE_LIGHTING_SIMPLE
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#define _SPECULARHIGHLIGHTS_OFF
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#define _EMISSION
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#define ASE_VERSION 19908
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#define ASE_SRP_VERSION 170100
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#pragma vertex vert
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#pragma fragment frag
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#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
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#if defined( _SPECULARHIGHLIGHTS_OFF )
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#undef _SPECULAR_COLOR
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#else
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#define _SPECULAR_COLOR
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#endif
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#endif
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#define SCENEPICKINGPASS 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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|
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
|
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
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#else
|
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#define ASE_SV_DEPTH SV_Depth
|
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#define ASE_SV_POSITION_QUALIFIERS
|
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#endif
|
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|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
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half4 tangentOS : TANGENT;
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|
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
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|
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
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|
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CBUFFER_START(UnityPerMaterial)
|
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float4 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 _SPECULAR_SETUP 1
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define ASE_LIGHTING_SIMPLE
|
|
#define _SPECULARHIGHLIGHTS_OFF
|
|
#define _EMISSION
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_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 _RimLightColor;
|
|
float4 _EmissionColor;
|
|
float4 _BaseTint;
|
|
float4 _SpecularTint;
|
|
float _FlickerScale;
|
|
float _FlickerFrequency;
|
|
float _EmissionIntensity;
|
|
float _Occlusion;
|
|
float _SpecularSmoothness;
|
|
float _SpecularSize;
|
|
float _SpecularIntensity;
|
|
float _IndirectSpecularContribution;
|
|
float _SpecularOcclusion;
|
|
float _RampOffset;
|
|
float _RampScale;
|
|
float _SpecularInfluence;
|
|
float _DistanceFade1;
|
|
float _RimSpread;
|
|
float _ViewEdgeSoftness;
|
|
float _ViewEdgeThreshold;
|
|
float _NormalMapInfluence;
|
|
float _NormalScale;
|
|
float _RimIntensity1;
|
|
float _MaxIntensity;
|
|
float _MinIntensity;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
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, PublicKeyToken=null;157;-2864,288;Inherit;False;2321.01;875.313;;19;681;141;689;682;690;686;144;684;685;154;142;140;155;143;697;698;699;700;701;Emission;1,0.1319249,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;-2864,1360;Inherit;False;3821.917;1840.894;;44;679;678;588;587;586;566;562;575;625;581;568;576;544;565;559;549;560;653;563;564;652;612;487;623;651;624;622;598;609;615;617;611;574;616;614;580;613;578;579;577;539;540;599;541;Fresnel;0.7960784,0.7215686,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;226;-1712,-2448;Inherit;False;1166.792;305.3181;;7;223;222;221;220;219;668;667;CEL Effect;0.7960785,0.7215686,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;605;-1472,-2048;Inherit;False;592.2708;402.95;Normal Lerp;4;603;602;596;601;;0.6392157,0.4745098,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;-2864,-2048;Inherit;False;1092;325;;5;52;134;51;6;90;Normals;0.6382856,0.4745098,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;541;-2800,2560;Inherit;False;452;394.7998;Fresnel;3;553;551;606;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;599;-2800,1440;Inherit;False;784;363.95;Half Vector;7;595;600;621;593;594;608;597;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;61;-2864,-1280;Inherit;False;2236.144;877.4296;Direct;22;108;88;74;89;63;86;72;85;70;150;66;87;129;69;65;83;130;672;673;674;675;677;;1,0,0.390008,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;540;-2800,2112;Inherit;False;452;394.7998;NdotL;3;571;555;607;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;-2864,-384;Inherit;False;2236.144;596.6401;Indirect;8;73;80;77;76;78;127;128;709;;1,0,0.390008,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;539;-2128,2592;Inherit;False;228;162.9502;InvertedViewMask;1;561;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;-2864,-2448;Inherit;False;816;304;;5;164;165;167;168;166;Half Lambert;0.8078432,0.7294118,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;-2864,-1616;Inherit;False;1044;323;;4;82;102;111;97;Specular Highlights;1,0,0.3882353,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;701;-2800,720;Inherit;False;799.4725;322.7755;Time+Offset;7;708;707;706;705;704;703;702;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;132;-2624,-2768;Inherit;False;NormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;134;-2768,-2000;Inherit;False;132;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;-2624,-2976;Inherit;False;TextureRamp;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;-2144,-1952;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-2624,-3184;Inherit;False;MainTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.NormalizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;-1952,-1952;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;127;-2144,-80;Inherit;True;Property;_TextureSample2;Texture Sample 2;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;-1600,48;Float;False;Property;_IndirectSpecularContribution;Indirect Specular Contribution;15;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;80;-1216,-96;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;-2816,-1408;Inherit;False;96;HalfLambert;1;0;OBJECT;;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;14;1280,-976;Inherit;True;Property;_TextureRamp1;Texture Ramp 1;0;1;[Header];Create;True;1;Textures;0;0;False;1;Space(8);False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;1792,-1168;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;218;1760,-1040;Inherit;False;96;HalfLambert;1;0;OBJECT;;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;217;1344,-1616;Inherit;False;Constant;_DefaultTint;Default Tint;19;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;1984,-1168;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;209;1696,-1504;Inherit;False;208;RimLight;1;0;OBJECT;;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;1632,-1616;Inherit;False;106;SpecularHighlights;1;0;OBJECT;;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;212;2384,-1392;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;147;-2624,-3392;Inherit;False;Emission Map;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;278;1792,-944;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;279;2176,-1168;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;29;2608,-1616;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;156;-2000,-3392;Inherit;False;EmissionColor;-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;152;-2000,-3280;Inherit;False;EmissionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;1280,-1168;Inherit;True;Property;_MainTexture1;Main Texture 1;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;-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;125;1056,-1168;Inherit;False;122;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;-2464,-1952;Inherit;True;Property;_Normal;Normal;2;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;111;-2816,-1488;Inherit;False;109;DirectSpecHighlights;1;0;OBJECT;;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;126;1024,-976;Inherit;False;124;TextureRamp;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;224;-480,-2384;Inherit;False;CEL Effect;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;73;-1824,-80;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
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|
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;601;-1312,-2000;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;596;-1312,-1840;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;603;-1408,-1760;Inherit;False;Property;_NormalMapInfluence;Normal Map Influence;29;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;602;-1056,-1808;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;604;-816,-1808;Inherit;False;NormalLerp;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;608;-2752,1552;Inherit;False;604;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;577;-1088,1696;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.WorldSpaceCameraPos, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;579;-1088,1888;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.DistanceOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;578;-832,1696;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;613;-608,1840;Inherit;False;122;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;580;-416,1696;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;614;-400,1840;Inherit;True;Property;_TextureSample5;Texture Sample 2;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;616;16,1840;Inherit;False;Property;_SpecularInfluence;Specular Influence;30;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;574;-1088,1456;Inherit;False;5;5;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;611;-96,1456;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;617;144,1552;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;615;384,1456;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;609;-1344,1456;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;598;-1664,1552;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;622;-2800,1856;Inherit;False;604;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;624;-2576,1856;Inherit;False;SRP Additional Light;-1;;61164;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;651;-2128,1856;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;623;-2304,1856;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;-1984,1680;Inherit;False;Property;_RimIntensity1;Rim Intensity;27;0;Create;True;0;0;0;False;0;False;0.2;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;612;-1664,1680;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1000;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;571;-2752,2192;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;607;-2752,2368;Inherit;False;604;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.ViewDirInputsCoordNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;551;-2752,2784;Inherit;False;World;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;606;-2736,2640;Inherit;False;604;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;652;-2576,1968;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;564;-2304,2880;Inherit;False;Property;_ViewEdgeThreshold;ViewEdgeThreshold;25;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;563;-1760,2880;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;653;-2016,2880;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0.4;False;4;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;553;-2496,2640;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;560;-2304,2640;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;561;-2080,2640;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;549;-1568,2640;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;555;-2496,2272;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;559;-2304,2272;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;565;-1296,2272;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;544;-1568,2272;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;576;-608,1696;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;568;-1440,1680;Inherit;False;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;581;-1408,1776;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;625;-1904,1488;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;621;-2752,1712;Inherit;False;Property;_RimSpread;Rim Spread;28;0;Create;True;0;0;0;False;0;False;0.2;0.2;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;593;-2160,1488;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;600;-2448,1632;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0.2;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;595;-2288,1552;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;575;-832,1904;Inherit;False;Property;_DistanceFade1;Distance Fade;31;0;Create;True;0;0;0;False;1;Space (8);False;12;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;597;-2752,1632;Inherit;False;Blinn-Phong Half Vector;-1;;61166;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;594;-2528,1488;Inherit;False;Constant;_Float0;Float 0;27;0;Create;True;0;0;0;False;0;False;-0.2;-0.1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;562;-2112,3056;Inherit;False;Property;_ViewEdgeSoftness;ViewEdgeSoftness;26;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;566;-1664,1456;Inherit;False;619;RimLightColor;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;619;-2000,-3184;Inherit;False;RimLightColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;620;-2000,-3072;Inherit;False;RimLightAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;-1664,-2304;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;221;-1392,-2384;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;222;-976,-2384;Inherit;False;3;0;FLOAT;1;False;1;FLOAT;0.5;False;2;FLOAT;0.5;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;223;-720,-2384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;668;-1280,-2240;Inherit;False;666;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;667;-1280,-2320;Inherit;False;665;RampScale;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;-2816,-2400;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
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|
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;-2816,-2256;Inherit;False;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;-2480,-2256;Inherit;False;Tangent;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;165;-2480,-2400;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;164;-2208,-2400;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;96;-1984,-2400;Inherit;False;HalfLambert;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;225;1024,-896;Inherit;False;224;CEL Effect;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;274;384,-720;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;272;608,-720;Inherit;False;SRP Additional Light;-1;;61167;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;318;896,-720;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;281;1280,-784;Inherit;True;Property;_TextureRamp2;Texture Ramp 1;0;1;[Header];Create;True;1;Textures;0;0;False;1;Space(8);False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;664;1056,-720;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;669;672,-528;Inherit;False;666;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;670;672,-608;Inherit;False;665;RampScale;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;666;-2000,-2880;Inherit;False;RampOffset;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;665;-2000,-2976;Inherit;False;RampScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;663;-2320,-2976;Inherit;False;Property;_RampScale;Ramp Scale;3;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;662;-2320,-2880;Inherit;False;Property;_RampOffset;Ramp Offset;4;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;-1552,-160;Float;False;Constant;_Float5;Float 5;20;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;65;-2752,-624;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;87;-1792,-1024;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;66;-2480,-704;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-1600,-880;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;63;-1984,-1120;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;89;-1408,-880;Inherit;False;2;0;FLOAT3;0,0,0;False;1;COLOR;0.05,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SwizzleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;74;-1600,-1120;Inherit;False;FLOAT3;0;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-1232,-880;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;108;-992,-976;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;72;-1584,-736;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;675;-1712,-704;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;672;-2480,-560;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;-2784,-704;Inherit;False;Blinn-Phong Half Vector;-1;;61169;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;673;-2256,-560;Inherit;False;SRP Additional Light;-1;;61170;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;-2816,-1888;Inherit;False;Property;_NormalScale;Normal Scale;7;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;-2864,-3392;Inherit;True;Property;_EmissionMap;Emission Map;8;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;1920,-1616;Inherit;False;Property;_EnableSpecularHighlights;Enable Specular Highlights;9;0;Create;True;0;0;0;False;2;Header(Highlights);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;-544,-976;Inherit;False;DirectSpecHighlights;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;-2816,-1568;Inherit;False;100;IndirectSpecHighlights;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;-2864,-2768;Inherit;True;Property;_NormalMap;Normal Map;6;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;121;-2864,-3184;Inherit;True;Property;_MainTexture;Main Texture;5;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;106;-1760,-1504;Inherit;False;SpecularHighlights;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;128;-2400,-80;Inherit;False;122;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;-2448,-1504;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;674;-1968,-560;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.IndirectSpecularLight, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;-1600,-80;Inherit;False;World;3;0;FLOAT3;0,0,0;False;1;FLOAT;0.5;False;2;FLOAT;1;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;-2864,-2976;Inherit;True;Property;_TextureRamp;Texture Ramp;2;3;[Header];[NoScaleOffset];[SingleLineTexture];Create;True;1;Textures;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;213;1920,-1392;Inherit;False;Property;_EnableColorTint;Enable Color Tint;0;0;Create;True;0;0;0;False;2;Header(Color);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;210;1920,-1504;Inherit;False;Property;_EnableRimLighting;Enable Rim Lighting;23;0;Create;True;0;0;0;False;2;Header (Rim Lighting);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;227;2448,-1488;Inherit;False;Property;_Occlusion;Occlusion;32;1;[Header];Create;True;1;Surface Options;0;0;False;1;Space (8);False;1;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;211;1344,-1392;Inherit;False;Property;_BaseTint;Base Tint;1;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;-2320,-3392;Inherit;False;Property;_EmissionColor;Emission Color;17;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;618;-2320,-3184;Inherit;False;Property;_RimLightColor;Rim Light Color;24;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;91;-1712,-1952;Inherit;False;Normals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;220;-1632,-2400;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;150;-2000,-736;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;-0.5;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;69;-2352,-736;Float;False;Property;_SpecularSize;Specular Size;11;0;Create;True;0;0;0;False;1;Space (8);False;0;-0.95;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;70;-2000,-848;Float;False;Property;_SpecularSmoothness;Specular Smoothness;13;0;Create;True;0;0;0;False;0;False;0.01;0.04;0.001;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;-2672,-1008;Inherit;False;122;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-2432,-1008;Inherit;True;Property;_TextureSample1;Texture Sample 1;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;85;-2368,-1216;Float;False;Property;_SpecularTint;Specular Tint;10;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0.5773503,0.5773503,0.5773503,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;677;-2368,-816;Inherit;False;Property;_SpecularIntensity;Specular Intensity;12;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;678;368,1824;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;679;784,1744;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;151;2576,-1392;Inherit;False;145;Emission;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;-480,352;Inherit;False;Emission;-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;100;-560,-96;Inherit;False;IndirectSpecHighlights;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;1008,1744;Inherit;False;RimLight;-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;143;-2016,352;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;-2800,432;Inherit;False;156;EmissionColor;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;140;-2800,512;Inherit;False;147;Emission Map;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;154;-2288,624;Inherit;False;152;EmissionAlpha;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;144;-864,352;Inherit;False;Property;_EnableEmission;Enable Emission;16;0;Create;True;0;0;0;False;2;Header (Emission);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;-2800,352;Inherit;False;Property;_EmissionIntensity;Emission Intensity;18;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;686;-1072,352;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;681;-1968,752;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;697;-1504,832;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;689;-1792,912;Inherit;False;Property;_MinIntensity;Min Intensity;21;0;Create;True;0;0;0;False;0;False;0.75;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;690;-1792,832;Inherit;False;Property;_MaxIntensity;Max Intensity;22;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;685;-1504,944;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;682;-1504,1056;Inherit;False;Constant;_Half;Half;30;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;684;-1344,832;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;698;-1344,944;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;699;-1152,752;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;700;-960,752;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;-2576,512;Inherit;True;Property;_TextureSample3;Texture Sample 1;18;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;702;-2528,768;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;703;-2320,768;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;704;-2528,848;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;705;-2752,848;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;708;-2160,768;Inherit;False;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;707;-2528,960;Inherit;False;Property;_FlickerScale;Flicker Scale;20;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;706;-2752,768;Inherit;False;Property;_FlickerFrequency;Flicker Frequency;19;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;709;-2144,112;Inherit;False;Property;_SpecularOcclusion;Specular Occlusion;14;0;Create;True;0;0;0;False;0;False;1;0;0;12;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;639;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;0;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;641;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;642;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;643;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;644;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;645;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;646;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=UniversalGBuffer;False;True;12;d3d11;gles;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;switch2;webgpu;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;647;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;648;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;649;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;MotionVectors;0;10;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;650;2848,-1616;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;XRMotionVectors;0;11;XRMotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0
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|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;640;2848,-1616;Float;False;True;-1;3;UnityEditor.ShaderGraphLitGUI;0;15;ToonScapes/URP/Surface;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=SimpleLit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;51;Category;0;0; Instanced Terrain Normals;1;0;Lighting Model;1;639044713467732969;Workflow;0;0;Surface;0;0; Keep Alpha;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Alpha Clipping;0;639044713680619246; Use Shadow Threshold;0;0;Fragment Normal Space;0;0;Forward Only;0;639046346795939822;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;2;0;Specular Highlights;0;639047837814292139;Environment Reflections;2;0;Receive SSAO;1;0;Motion Vectors;1;0; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;Debug Display;1;0;Clear Coat;0;639044721060147681;0;12;False;True;True;True;True;True;True;True;True;True;True;False;False;;False;0
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Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;586;-1568,2144;Inherit;False;128;100;RimFromLight;0;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;587;-1568,2512;Inherit;False;159;100;ViewEdge;0;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;588;-1296,2144;Inherit;False;128;100;RimMask;0;;1,1,1,1;0;0
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WireConnection;132;0;131;0
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WireConnection;124;0;123;0
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WireConnection;6;0;51;0
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WireConnection;122;0;121;0
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WireConnection;90;0;6;0
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WireConnection;127;0;128;0
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WireConnection;80;0;76;0
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WireConnection;80;1;77;0
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WireConnection;80;2;78;0
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WireConnection;14;0;126;0
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WireConnection;14;1;225;0
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WireConnection;170;0;18;0
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WireConnection;170;1;14;0
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WireConnection;169;0;170;0
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WireConnection;169;1;218;0
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WireConnection;212;0;213;0
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WireConnection;212;1;279;0
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WireConnection;147;0;146;0
|
|
WireConnection;278;0;18;0
|
|
WireConnection;278;1;281;0
|
|
WireConnection;279;0;169;0
|
|
WireConnection;279;1;278;0
|
|
WireConnection;29;0;210;0
|
|
WireConnection;29;1;212;0
|
|
WireConnection;29;2;114;0
|
|
WireConnection;156;0;153;5
|
|
WireConnection;152;0;153;4
|
|
WireConnection;18;0;125;0
|
|
WireConnection;51;0;134;0
|
|
WireConnection;51;5;52;0
|
|
WireConnection;224;0;223;0
|
|
WireConnection;602;0;601;0
|
|
WireConnection;602;1;596;0
|
|
WireConnection;602;2;603;0
|
|
WireConnection;604;0;602;0
|
|
WireConnection;578;0;577;0
|
|
WireConnection;578;1;579;0
|
|
WireConnection;580;0;576;0
|
|
WireConnection;614;0;613;0
|
|
WireConnection;574;0;609;0
|
|
WireConnection;574;1;568;0
|
|
WireConnection;574;2;581;0
|
|
WireConnection;574;3;565;0
|
|
WireConnection;574;4;598;0
|
|
WireConnection;611;0;574;0
|
|
WireConnection;611;1;580;0
|
|
WireConnection;617;0;611;0
|
|
WireConnection;617;1;614;4
|
|
WireConnection;615;0;611;0
|
|
WireConnection;615;1;617;0
|
|
WireConnection;615;2;616;0
|
|
WireConnection;609;0;566;0
|
|
WireConnection;609;1;612;0
|
|
WireConnection;598;0;625;0
|
|
WireConnection;624;11;622;0
|
|
WireConnection;651;0;623;0
|
|
WireConnection;651;1;652;0
|
|
WireConnection;623;0;624;0
|
|
WireConnection;612;0;487;0
|
|
WireConnection;563;0;653;0
|
|
WireConnection;563;1;562;0
|
|
WireConnection;653;0;564;0
|
|
WireConnection;553;0;606;0
|
|
WireConnection;553;1;551;0
|
|
WireConnection;560;0;553;0
|
|
WireConnection;561;0;560;0
|
|
WireConnection;549;0;561;0
|
|
WireConnection;549;1;653;0
|
|
WireConnection;549;2;563;0
|
|
WireConnection;555;0;571;0
|
|
WireConnection;555;1;607;0
|
|
WireConnection;559;0;555;0
|
|
WireConnection;565;0;544;0
|
|
WireConnection;565;1;549;0
|
|
WireConnection;544;0;559;0
|
|
WireConnection;576;0;578;0
|
|
WireConnection;576;2;575;0
|
|
WireConnection;625;0;593;0
|
|
WireConnection;625;1;651;0
|
|
WireConnection;593;0;594;0
|
|
WireConnection;593;1;595;0
|
|
WireConnection;600;0;597;0
|
|
WireConnection;600;1;621;0
|
|
WireConnection;595;0;608;0
|
|
WireConnection;595;1;600;0
|
|
WireConnection;619;0;618;5
|
|
WireConnection;620;0;618;4
|
|
WireConnection;221;0;220;0
|
|
WireConnection;221;1;219;0
|
|
WireConnection;222;0;221;0
|
|
WireConnection;222;1;667;0
|
|
WireConnection;222;2;668;0
|
|
WireConnection;223;0;222;0
|
|
WireConnection;165;0;166;0
|
|
WireConnection;165;1;168;0
|
|
WireConnection;164;0;165;0
|
|
WireConnection;164;1;167;0
|
|
WireConnection;96;0;164;0
|
|
WireConnection;272;11;274;0
|
|
WireConnection;318;0;272;0
|
|
WireConnection;281;0;126;0
|
|
WireConnection;281;1;664;0
|
|
WireConnection;664;0;318;0
|
|
WireConnection;664;1;670;0
|
|
WireConnection;664;2;669;0
|
|
WireConnection;666;0;662;0
|
|
WireConnection;665;0;663;0
|
|
WireConnection;87;0;63;0
|
|
WireConnection;66;0;83;0
|
|
WireConnection;66;1;65;0
|
|
WireConnection;86;0;87;0
|
|
WireConnection;86;1;70;0
|
|
WireConnection;63;0;85;0
|
|
WireConnection;63;1;129;4
|
|
WireConnection;63;2;677;0
|
|
WireConnection;89;0;72;0
|
|
WireConnection;89;1;86;0
|
|
WireConnection;74;0;63;0
|
|
WireConnection;88;0;89;0
|
|
WireConnection;108;0;74;0
|
|
WireConnection;108;1;88;0
|
|
WireConnection;72;0;150;0
|
|
WireConnection;72;1;675;0
|
|
WireConnection;675;0;66;0
|
|
WireConnection;675;1;674;0
|
|
WireConnection;673;11;672;0
|
|
WireConnection;114;0;107;0
|
|
WireConnection;109;0;108;0
|
|
WireConnection;106;0;82;0
|
|
WireConnection;82;0;102;0
|
|
WireConnection;82;1;111;0
|
|
WireConnection;82;2;97;0
|
|
WireConnection;674;0;673;0
|
|
WireConnection;77;0;73;0
|
|
WireConnection;77;1;127;4
|
|
WireConnection;77;2;709;0
|
|
WireConnection;213;1;217;0
|
|
WireConnection;213;0;211;0
|
|
WireConnection;210;0;209;0
|
|
WireConnection;91;0;90;0
|
|
WireConnection;150;0;69;0
|
|
WireConnection;129;0;130;0
|
|
WireConnection;679;0;615;0
|
|
WireConnection;679;1;678;4
|
|
WireConnection;145;0;144;0
|
|
WireConnection;100;0;80;0
|
|
WireConnection;208;0;679;0
|
|
WireConnection;143;0;141;0
|
|
WireConnection;143;1;155;0
|
|
WireConnection;143;2;142;5
|
|
WireConnection;143;3;154;0
|
|
WireConnection;144;0;686;0
|
|
WireConnection;686;0;143;0
|
|
WireConnection;686;1;700;0
|
|
WireConnection;681;0;708;0
|
|
WireConnection;697;0;690;0
|
|
WireConnection;697;1;689;0
|
|
WireConnection;685;0;690;0
|
|
WireConnection;685;1;689;0
|
|
WireConnection;684;0;697;0
|
|
WireConnection;684;1;682;0
|
|
WireConnection;698;0;685;0
|
|
WireConnection;698;1;682;0
|
|
WireConnection;699;0;681;0
|
|
WireConnection;699;1;684;0
|
|
WireConnection;700;0;699;0
|
|
WireConnection;700;1;698;0
|
|
WireConnection;142;0;140;0
|
|
WireConnection;702;0;706;0
|
|
WireConnection;703;0;702;0
|
|
WireConnection;703;1;704;0
|
|
WireConnection;704;0;705;1
|
|
WireConnection;704;1;705;3
|
|
WireConnection;708;0;703;0
|
|
WireConnection;708;1;707;0
|
|
WireConnection;640;0;29;0
|
|
WireConnection;640;5;227;0
|
|
WireConnection;640;2;151;0
|
|
ASEEND*/
|
|
//CHKSM=C54B1E8C5D2F09DBF82EFFCA478A32274BA9B0CA |