4459 lines
210 KiB
GLSL
4459 lines
210 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/Water"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
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[Header(Textures)][NoScaleOffset][SingleLineTexture][Space(8)] _NoiseTexture( "Noise Texture", 2D ) = "white" {}
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[NoScaleOffset][Normal][SingleLineTexture] _NormalMap( "Normal Map", 2D ) = "bump" {}
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[Space(8)] _NormalMapScale( "Normal Map Scale", Range( 0, 1 ) ) = 0
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_TilingSize( "Tiling Size", Float ) = 6
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[Header(Ripple Speed)][Space(8)] _X( "X", Float ) = 0.15
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_Z( "Z", Float ) = 0.15
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[Header(Flow Speed)][Space(8)] _X1( "X", Float ) = 0.15
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_Z1( "Z", Float ) = 0.15
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[Header(Water Colors)][Space(8)] _WaterColor( "Water Color", Color ) = ( 0, 0, 0, 0 )
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_DepthFadeDistance( "Depth Fade Distance", Range( 1, 20 ) ) = 1.5
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_CameraDepthFadeLength( "Camera Depth Fade Length", Range( 0, 16 ) ) = 1
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_CameraDepthFadeOffset( "Camera Depth Fade Offset", Range( 0, 6 ) ) = 0.5
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[Header(Edge Foam)][Space(8)] _EdgeFoamColor1( "Edge Foam Color", Color ) = ( 1, 1, 1, 1 )
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_EdgeFoamOpacity1( "Edge Foam Opacity", Range( 0, 1 ) ) = 0.65
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_EdgeFoamHardness1( "Edge Foam Hardness", Range( 0, 12 ) ) = 0.33
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_EdgeDistance( "Edge Distance", Float ) = 1
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_EdgeFade2( "Edge Fade", Range( 0, 1 ) ) = 1
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[Header(Surface Foam)][Space(8)][Toggle( _ENABLESURFACEFOAM_ON )] _EnableSurfaceFoam( "Enable Surface Foam", Float ) = 0
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[Space(8)] _SurfaceFoamColor( "Surface Foam Color", Color ) = ( 1, 1, 1, 1 )
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_SurfaceFoamSmoothness( "Surface Foam Smoothness", Range( 0, 1 ) ) = 0.35
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_SurfaceFoamIntensity( "Surface Foam Intensity", Range( 0, 1 ) ) = 0
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[Header(Surface Options)][Space(8)] _Smoothness1( "Smoothness", Range( 0, 1 ) ) = 0.65
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_Occlusion1( "Occlusion", Range( 0, 1 ) ) = 0.65
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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"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite Off
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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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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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 _SURFACE_TYPE_TRANSPARENT 1
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#define _ALPHATEST_ON
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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 _SPECULARHIGHLIGHTS_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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#define ASE_FOG 1
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#define _NORMALMAP 1
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#define ASE_VERSION 19908
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#define ASE_SRP_VERSION 170100
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#define REQUIRE_OPAQUE_TEXTURE 1
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#define REQUIRE_DEPTH_TEXTURE 1
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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_FRAG_SCREEN_POSITION
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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_SCREEN_POSITION_NORMALIZED
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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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_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
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#define ASE_NEEDS_FRAG_SHADOWCOORDS
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#define ASE_NEEDS_VERT_POSITION
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#pragma shader_feature_local _ENABLESURFACEFOAM_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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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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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 _WaterColor;
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float4 _SurfaceFoamColor;
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float4 _EdgeFoamColor1;
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float _EdgeFoamOpacity1;
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float _EdgeFoamHardness1;
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float _EdgeDistance;
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float _SurfaceFoamIntensity;
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float _SurfaceFoamSmoothness;
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float _CameraDepthFadeOffset;
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float _CameraDepthFadeLength;
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float _X;
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float _Smoothness1;
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float _DepthFadeDistance;
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float _NormalMapScale;
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float _TilingSize;
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float _Z1;
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float _X1;
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float _Z;
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float _Occlusion1;
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float _EdgeFade2;
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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;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _NoiseTexture;
|
|
|
|
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
float3 ASESafeNormalize(float3 inVec)
|
|
{
|
|
float dp3 = max(1.175494351e-38, dot(inVec, inVec));
|
|
return inVec* rsqrt(dp3);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) );
|
|
float eyeDepth = -objectToViewPos.z;
|
|
output.ase_texcoord7.x = eyeDepth;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord7.yzw = 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
|
|
|
|
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
|
|
|
|
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
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined( _SURFACE_TYPE_TRANSPARENT )
|
|
const bool isTransparent = true;
|
|
#else
|
|
const bool isTransparent = false;
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal1202 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float2 appendResult1252 = (float2(_X , _Z));
|
|
float2 RippleSpeed1103 = appendResult1252;
|
|
float2 appendResult1259 = (float2(_X1 , _Z1));
|
|
float2 FlowSpeed1260 = appendResult1259;
|
|
float3 temp_output_1112_0 = float3( ( RippleSpeed1103 - FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1113 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 panner1121 = ( _TimeParameters.x * temp_output_1112_0.xy + appendResult1113);
|
|
float TextureScale1098 = _TilingSize;
|
|
float2 Panner11120 = ( panner1121 / TextureScale1098 );
|
|
float NormalScale1235 = _NormalMapScale;
|
|
float3 unpack1128 = UnpackNormalScale( tex2D( _NormalMap, Panner11120 ), NormalScale1235 );
|
|
unpack1128.z = lerp( 1, unpack1128.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1128 = unpack1128;
|
|
float mulTime1123 = _TimeParameters.x * -1.0;
|
|
float3 temp_output_1114_0 = float3( ( RippleSpeed1103 + FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1115 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 )));
|
|
float2 panner1117 = ( mulTime1123 * temp_output_1114_0.xy + appendResult1115);
|
|
float2 Panner21125 = ( panner1117 / TextureScale1098 );
|
|
float3 unpack1131 = UnpackNormalScale( tex2D( _NormalMap, Panner21125 ), NormalScale1235 );
|
|
unpack1131.z = lerp( 1, unpack1131.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1131 = unpack1131;
|
|
float3 BlendedNormals1132 = BlendNormal( tex2DNode1128 , tex2DNode1131 );
|
|
float screenDepth1194 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1194 = saturate( abs( ( screenDepth1194 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) );
|
|
float DepthFade1188 = distanceDepth1194;
|
|
float4 temp_output_1073_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1132 * DepthFade1188 ) , 0.0 ) );
|
|
float4 fetchOpaqueVal1203 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1073_0.xy.xy ), 1.0 );
|
|
float ase_depthLinearEye = LinearEyeDepth( ScreenPos.z / ScreenPos.w, _ZBufferParams );
|
|
float depthLinearEye1074 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1073_0.xy ), _ZBufferParams );
|
|
float ifLocalVar1199 = 0;
|
|
if( ase_depthLinearEye > depthLinearEye1074 )
|
|
ifLocalVar1199 = 0.0;
|
|
else if( ase_depthLinearEye < depthLinearEye1074 )
|
|
ifLocalVar1199 = 1.0;
|
|
float4 lerpResult1079 = lerp( fetchOpaqueVal1202 , fetchOpaqueVal1203 , ifLocalVar1199);
|
|
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 tanNormal1205 = BlendedNormals1132;
|
|
float Smoothness1237 = _Smoothness1;
|
|
float Occlusion1238 = _Occlusion1;
|
|
half3 reflectVector1205 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tanNormal1205 ), dot( tanToWorld1, tanNormal1205 ), dot( tanToWorld2, tanNormal1205 ) ) );
|
|
float3 indirectSpecular1205 = GlossyEnvironmentReflection( reflectVector1205, PositionWS, 1.0 - Smoothness1237, Occlusion1238, ScreenPosNorm.xy );
|
|
float3 bakedGI1211 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI1211, half4( 0, 0, 0, 0 ) );
|
|
float eyeDepth = input.ase_texcoord7.x;
|
|
float cameraDepthFade1191 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength);
|
|
float CameraDepthFade1193 = saturate( cameraDepthFade1191 );
|
|
float4 lerpResult1041 = lerp( saturate( lerpResult1079 ) , ( float4( indirectSpecular1205 , 0.0 ) + ( float4( bakedGI1211 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1193 * DepthFade1188 ));
|
|
float4 BaseColor1222 = lerpResult1041;
|
|
float3 normalizeResult1141 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) );
|
|
float3 tanNormal1148 = BlendedNormals1132;
|
|
float3 worldNormal1148 = normalize( float3( dot( tanToWorld0, tanNormal1148 ), dot( tanToWorld1, tanNormal1148 ), dot( tanToWorld2, tanNormal1148 ) ) );
|
|
float dotResult1151 = dot( reflect( -normalizeResult1141 , worldNormal1148 ) , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float saferPower1154 = abs( dotResult1151 );
|
|
float BlendedNormalsX1275 = ( tex2DNode1128.r * tex2DNode1131.r );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float4 clampResult1144 = clamp( ( ( pow( saferPower1154 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ( BlendedNormalsX1275 * (0.0 + ( _SurfaceFoamIntensity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 Reflexions1159 = ( clampResult1144 * _SurfaceFoamColor );
|
|
#ifdef _ENABLESURFACEFOAM_ON
|
|
float4 staticSwitch1246 = Reflexions1159;
|
|
#else
|
|
float4 staticSwitch1246 = float4( 0,0,0,0 );
|
|
#endif
|
|
float screenDepth1169 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1169 = saturate( abs( ( screenDepth1169 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11120 ).r * tex2D( _NoiseTexture, Panner21125 ).r ) * _EdgeDistance ) ) ) );
|
|
float clampResult1170 = clamp( distanceDepth1169 , 0.0 , 1.0 );
|
|
float saferPower1168 = abs( clampResult1170 );
|
|
float clampResult1171 = clamp( pow( saferPower1168 , _EdgeFoamHardness1 ) , 0.0 , 1.0 );
|
|
float4 EdgeFoam1174 = ( ( ( ( 1.0 - clampResult1171 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 );
|
|
float screenDepth1255 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1255 = saturate( abs( ( screenDepth1255 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _EdgeFade2 ) ) );
|
|
float ase_lightAtten = 0;
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
|
|
|
|
float3 BaseColor = ( BaseColor1222 + ( ( staticSwitch1246 + ( EdgeFoam1174 * distanceDepth1255 ) ) * ase_lightAtten ) ).rgb;
|
|
float3 Normal = BlendedNormals1132;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = Smoothness1237;
|
|
float Occlusion = 1;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
#endif
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
input.positionCS.z = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = input.positionCS;
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.viewDirectionWS = ViewDirWS;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
|
inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
|
|
inputData.normalWS,
|
|
inputData.viewDirectionWS,
|
|
input.positionCS.xy,
|
|
input.probeOcclusion,
|
|
inputData.shadowMask );
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#if defined(USE_APV_PROBE_OCCLUSION)
|
|
inputData.probeOcclusion = input.probeOcclusion;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
|
#endif
|
|
|
|
#ifdef ASE_LIGHTING_SIMPLE
|
|
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
|
|
#else
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
|
|
color.rgb += BaseColor * transmission;
|
|
|
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 lightDir = Light.direction + inputData.normalWS * normal;\
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
|
|
color.rgb += BaseColor * translucency * strength;
|
|
|
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_CLUSTER_LIGHT_LOOP
|
|
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
|
|
#else
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
|
|
#if defined( ASE_OPAQUE_KEEP_ALPHA )
|
|
return half4( color.rgb, color.a );
|
|
#else
|
|
return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask R
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
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 _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_TANGENT
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
|
|
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES2
|
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma shader_feature_local _ENABLESURFACEFOAM_ON
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD1;
|
|
float4 LightCoord : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD7;
|
|
float4 dynamicLightmapUV : TEXCOORD8;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _NoiseTexture;
|
|
|
|
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
float3 ASESafeNormalize(float3 inVec)
|
|
{
|
|
float dp3 = max(1.175494351e-38, dot(inVec, inVec));
|
|
return inVec* rsqrt(dp3);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord3 = screenPos;
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
|
output.ase_texcoord4.xyz = ase_tangentWS;
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
output.ase_texcoord5.xyz = ase_normalWS;
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
|
output.ase_texcoord6.xyz = ase_bitangentWS;
|
|
OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
|
|
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
|
|
#if !defined( OUTPUT_SH4 )
|
|
OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#elif UNITY_VERSION > 60000009
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
|
|
#else
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) );
|
|
float eyeDepth = -objectToViewPos.z;
|
|
output.ase_texcoord4.w = eyeDepth;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord5.w = 0;
|
|
output.ase_texcoord6.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(input.positionOS.xyz, input.texcoord.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
|
|
output.VizUV = float4(VizUV, 0, 0);
|
|
output.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
output.texcoord1 = input.texcoord1;
|
|
output.texcoord2 = input.texcoord2;
|
|
|
|
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;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
|
|
float4 screenPos = input.ase_texcoord3;
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal1202 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float2 appendResult1252 = (float2(_X , _Z));
|
|
float2 RippleSpeed1103 = appendResult1252;
|
|
float2 appendResult1259 = (float2(_X1 , _Z1));
|
|
float2 FlowSpeed1260 = appendResult1259;
|
|
float3 temp_output_1112_0 = float3( ( RippleSpeed1103 - FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1113 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 panner1121 = ( _TimeParameters.x * temp_output_1112_0.xy + appendResult1113);
|
|
float TextureScale1098 = _TilingSize;
|
|
float2 Panner11120 = ( panner1121 / TextureScale1098 );
|
|
float NormalScale1235 = _NormalMapScale;
|
|
float3 unpack1128 = UnpackNormalScale( tex2D( _NormalMap, Panner11120 ), NormalScale1235 );
|
|
unpack1128.z = lerp( 1, unpack1128.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1128 = unpack1128;
|
|
float mulTime1123 = _TimeParameters.x * -1.0;
|
|
float3 temp_output_1114_0 = float3( ( RippleSpeed1103 + FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1115 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 )));
|
|
float2 panner1117 = ( mulTime1123 * temp_output_1114_0.xy + appendResult1115);
|
|
float2 Panner21125 = ( panner1117 / TextureScale1098 );
|
|
float3 unpack1131 = UnpackNormalScale( tex2D( _NormalMap, Panner21125 ), NormalScale1235 );
|
|
unpack1131.z = lerp( 1, unpack1131.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1131 = unpack1131;
|
|
float3 BlendedNormals1132 = BlendNormal( tex2DNode1128 , tex2DNode1131 );
|
|
float4 ase_positionSSNorm = screenPos / screenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float screenDepth1194 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1194 = saturate( abs( ( screenDepth1194 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) );
|
|
float DepthFade1188 = distanceDepth1194;
|
|
float4 temp_output_1073_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1132 * DepthFade1188 ) , 0.0 ) );
|
|
float4 fetchOpaqueVal1203 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1073_0.xy.xy ), 1.0 );
|
|
float ase_depthLinearEye = LinearEyeDepth( screenPos.z / screenPos.w, _ZBufferParams );
|
|
float depthLinearEye1074 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1073_0.xy ), _ZBufferParams );
|
|
float ifLocalVar1199 = 0;
|
|
if( ase_depthLinearEye > depthLinearEye1074 )
|
|
ifLocalVar1199 = 0.0;
|
|
else if( ase_depthLinearEye < depthLinearEye1074 )
|
|
ifLocalVar1199 = 1.0;
|
|
float4 lerpResult1079 = lerp( fetchOpaqueVal1202 , fetchOpaqueVal1203 , ifLocalVar1199);
|
|
float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
|
|
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
|
|
float3 ase_tangentWS = input.ase_texcoord4.xyz;
|
|
float3 ase_normalWS = input.ase_texcoord5.xyz;
|
|
float3 ase_bitangentWS = input.ase_texcoord6.xyz;
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
|
float3 tanNormal1205 = BlendedNormals1132;
|
|
float Smoothness1237 = _Smoothness1;
|
|
float Occlusion1238 = _Occlusion1;
|
|
half3 reflectVector1205 = reflect( -ase_viewDirWS, float3( dot( tanToWorld0, tanNormal1205 ), dot( tanToWorld1, tanNormal1205 ), dot( tanToWorld2, tanNormal1205 ) ) );
|
|
float3 indirectSpecular1205 = GlossyEnvironmentReflection( reflectVector1205, PositionWS, 1.0 - Smoothness1237, Occlusion1238, ase_positionSSNorm.xy );
|
|
float3 bakedGI1211 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI1211, half4( 0, 0, 0, 0 ) );
|
|
float eyeDepth = input.ase_texcoord4.w;
|
|
float cameraDepthFade1191 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength);
|
|
float CameraDepthFade1193 = saturate( cameraDepthFade1191 );
|
|
float4 lerpResult1041 = lerp( saturate( lerpResult1079 ) , ( float4( indirectSpecular1205 , 0.0 ) + ( float4( bakedGI1211 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1193 * DepthFade1188 ));
|
|
float4 BaseColor1222 = lerpResult1041;
|
|
float3 normalizeResult1141 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) );
|
|
float3 tanNormal1148 = BlendedNormals1132;
|
|
float3 worldNormal1148 = normalize( float3( dot( tanToWorld0, tanNormal1148 ), dot( tanToWorld1, tanNormal1148 ), dot( tanToWorld2, tanNormal1148 ) ) );
|
|
float dotResult1151 = dot( reflect( -normalizeResult1141 , worldNormal1148 ) , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float saferPower1154 = abs( dotResult1151 );
|
|
float BlendedNormalsX1275 = ( tex2DNode1128.r * tex2DNode1131.r );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float4 clampResult1144 = clamp( ( ( pow( saferPower1154 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ( BlendedNormalsX1275 * (0.0 + ( _SurfaceFoamIntensity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 Reflexions1159 = ( clampResult1144 * _SurfaceFoamColor );
|
|
#ifdef _ENABLESURFACEFOAM_ON
|
|
float4 staticSwitch1246 = Reflexions1159;
|
|
#else
|
|
float4 staticSwitch1246 = float4( 0,0,0,0 );
|
|
#endif
|
|
float screenDepth1169 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1169 = saturate( abs( ( screenDepth1169 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11120 ).r * tex2D( _NoiseTexture, Panner21125 ).r ) * _EdgeDistance ) ) ) );
|
|
float clampResult1170 = clamp( distanceDepth1169 , 0.0 , 1.0 );
|
|
float saferPower1168 = abs( clampResult1170 );
|
|
float clampResult1171 = clamp( pow( saferPower1168 , _EdgeFoamHardness1 ) , 0.0 , 1.0 );
|
|
float4 EdgeFoam1174 = ( ( ( ( 1.0 - clampResult1171 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 );
|
|
float screenDepth1255 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1255 = saturate( abs( ( screenDepth1255 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _EdgeFade2 ) ) );
|
|
float ase_lightAtten = 0;
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
|
|
|
|
float3 BaseColor = ( BaseColor1222 + ( ( staticSwitch1246 + ( EdgeFoam1174 * distanceDepth1255 ) ) * ase_lightAtten ) ).rgb;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = input.VizUV.xy;
|
|
metaInput.LightCoord = input.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_TANGENT
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma shader_feature_local _ENABLESURFACEFOAM_ON
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 lightmapUVOrVertexSH : TEXCOORD5;
|
|
float4 dynamicLightmapUV : TEXCOORD6;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _NoiseTexture;
|
|
|
|
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
float3 ASESafeNormalize(float3 inVec)
|
|
{
|
|
float dp3 = max(1.175494351e-38, dot(inVec, inVec));
|
|
return inVec* rsqrt(dp3);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_TRANSFER_INSTANCE_ID( input, output );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord1 = screenPos;
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
|
output.ase_texcoord2.xyz = ase_tangentWS;
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
output.ase_texcoord3.xyz = ase_normalWS;
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
|
output.ase_texcoord4.xyz = ase_bitangentWS;
|
|
OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
|
|
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
|
|
#if !defined( OUTPUT_SH4 )
|
|
OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#elif UNITY_VERSION > 60000009
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
|
|
#else
|
|
OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) );
|
|
float eyeDepth = -objectToViewPos.z;
|
|
output.ase_texcoord2.w = eyeDepth;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord3.w = 0;
|
|
output.ase_texcoord4.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord1 = input.texcoord1;
|
|
output.texcoord2 = input.texcoord2;
|
|
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;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
|
|
float4 screenPos = input.ase_texcoord1;
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal1202 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float2 appendResult1252 = (float2(_X , _Z));
|
|
float2 RippleSpeed1103 = appendResult1252;
|
|
float2 appendResult1259 = (float2(_X1 , _Z1));
|
|
float2 FlowSpeed1260 = appendResult1259;
|
|
float3 temp_output_1112_0 = float3( ( RippleSpeed1103 - FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1113 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 panner1121 = ( _TimeParameters.x * temp_output_1112_0.xy + appendResult1113);
|
|
float TextureScale1098 = _TilingSize;
|
|
float2 Panner11120 = ( panner1121 / TextureScale1098 );
|
|
float NormalScale1235 = _NormalMapScale;
|
|
float3 unpack1128 = UnpackNormalScale( tex2D( _NormalMap, Panner11120 ), NormalScale1235 );
|
|
unpack1128.z = lerp( 1, unpack1128.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1128 = unpack1128;
|
|
float mulTime1123 = _TimeParameters.x * -1.0;
|
|
float3 temp_output_1114_0 = float3( ( RippleSpeed1103 + FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1115 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 )));
|
|
float2 panner1117 = ( mulTime1123 * temp_output_1114_0.xy + appendResult1115);
|
|
float2 Panner21125 = ( panner1117 / TextureScale1098 );
|
|
float3 unpack1131 = UnpackNormalScale( tex2D( _NormalMap, Panner21125 ), NormalScale1235 );
|
|
unpack1131.z = lerp( 1, unpack1131.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1131 = unpack1131;
|
|
float3 BlendedNormals1132 = BlendNormal( tex2DNode1128 , tex2DNode1131 );
|
|
float4 ase_positionSSNorm = screenPos / screenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float screenDepth1194 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1194 = saturate( abs( ( screenDepth1194 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) );
|
|
float DepthFade1188 = distanceDepth1194;
|
|
float4 temp_output_1073_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1132 * DepthFade1188 ) , 0.0 ) );
|
|
float4 fetchOpaqueVal1203 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1073_0.xy.xy ), 1.0 );
|
|
float ase_depthLinearEye = LinearEyeDepth( screenPos.z / screenPos.w, _ZBufferParams );
|
|
float depthLinearEye1074 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1073_0.xy ), _ZBufferParams );
|
|
float ifLocalVar1199 = 0;
|
|
if( ase_depthLinearEye > depthLinearEye1074 )
|
|
ifLocalVar1199 = 0.0;
|
|
else if( ase_depthLinearEye < depthLinearEye1074 )
|
|
ifLocalVar1199 = 1.0;
|
|
float4 lerpResult1079 = lerp( fetchOpaqueVal1202 , fetchOpaqueVal1203 , ifLocalVar1199);
|
|
float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
|
|
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
|
|
float3 ase_tangentWS = input.ase_texcoord2.xyz;
|
|
float3 ase_normalWS = input.ase_texcoord3.xyz;
|
|
float3 ase_bitangentWS = input.ase_texcoord4.xyz;
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
|
float3 tanNormal1205 = BlendedNormals1132;
|
|
float Smoothness1237 = _Smoothness1;
|
|
float Occlusion1238 = _Occlusion1;
|
|
half3 reflectVector1205 = reflect( -ase_viewDirWS, float3( dot( tanToWorld0, tanNormal1205 ), dot( tanToWorld1, tanNormal1205 ), dot( tanToWorld2, tanNormal1205 ) ) );
|
|
float3 indirectSpecular1205 = GlossyEnvironmentReflection( reflectVector1205, PositionWS, 1.0 - Smoothness1237, Occlusion1238, ase_positionSSNorm.xy );
|
|
float3 bakedGI1211 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI1211, half4( 0, 0, 0, 0 ) );
|
|
float eyeDepth = input.ase_texcoord2.w;
|
|
float cameraDepthFade1191 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength);
|
|
float CameraDepthFade1193 = saturate( cameraDepthFade1191 );
|
|
float4 lerpResult1041 = lerp( saturate( lerpResult1079 ) , ( float4( indirectSpecular1205 , 0.0 ) + ( float4( bakedGI1211 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1193 * DepthFade1188 ));
|
|
float4 BaseColor1222 = lerpResult1041;
|
|
float3 normalizeResult1141 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) );
|
|
float3 tanNormal1148 = BlendedNormals1132;
|
|
float3 worldNormal1148 = normalize( float3( dot( tanToWorld0, tanNormal1148 ), dot( tanToWorld1, tanNormal1148 ), dot( tanToWorld2, tanNormal1148 ) ) );
|
|
float dotResult1151 = dot( reflect( -normalizeResult1141 , worldNormal1148 ) , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float saferPower1154 = abs( dotResult1151 );
|
|
float BlendedNormalsX1275 = ( tex2DNode1128.r * tex2DNode1131.r );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float4 clampResult1144 = clamp( ( ( pow( saferPower1154 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ( BlendedNormalsX1275 * (0.0 + ( _SurfaceFoamIntensity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 Reflexions1159 = ( clampResult1144 * _SurfaceFoamColor );
|
|
#ifdef _ENABLESURFACEFOAM_ON
|
|
float4 staticSwitch1246 = Reflexions1159;
|
|
#else
|
|
float4 staticSwitch1246 = float4( 0,0,0,0 );
|
|
#endif
|
|
float screenDepth1169 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1169 = saturate( abs( ( screenDepth1169 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11120 ).r * tex2D( _NoiseTexture, Panner21125 ).r ) * _EdgeDistance ) ) ) );
|
|
float clampResult1170 = clamp( distanceDepth1169 , 0.0 , 1.0 );
|
|
float saferPower1168 = abs( clampResult1170 );
|
|
float clampResult1171 = clamp( pow( saferPower1168 , _EdgeFoamHardness1 ) , 0.0 , 1.0 );
|
|
float4 EdgeFoam1174 = ( ( ( ( 1.0 - clampResult1171 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 );
|
|
float screenDepth1255 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1255 = saturate( abs( ( screenDepth1255 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _EdgeFade2 ) ) );
|
|
float ase_lightAtten = 0;
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
|
|
|
|
float3 BaseColor = ( BaseColor1222 + ( ( staticSwitch1246 + ( EdgeFoam1174 * distanceDepth1255 ) ) * ase_lightAtten ) ).rgb;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
#endif
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
#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 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
#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
|
|
|
|
float2 appendResult1252 = (float2(_X , _Z));
|
|
float2 RippleSpeed1103 = appendResult1252;
|
|
float2 appendResult1259 = (float2(_X1 , _Z1));
|
|
float2 FlowSpeed1260 = appendResult1259;
|
|
float3 temp_output_1112_0 = float3( ( RippleSpeed1103 - FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1113 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 panner1121 = ( _TimeParameters.x * temp_output_1112_0.xy + appendResult1113);
|
|
float TextureScale1098 = _TilingSize;
|
|
float2 Panner11120 = ( panner1121 / TextureScale1098 );
|
|
float NormalScale1235 = _NormalMapScale;
|
|
float3 unpack1128 = UnpackNormalScale( tex2D( _NormalMap, Panner11120 ), NormalScale1235 );
|
|
unpack1128.z = lerp( 1, unpack1128.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1128 = unpack1128;
|
|
float mulTime1123 = _TimeParameters.x * -1.0;
|
|
float3 temp_output_1114_0 = float3( ( RippleSpeed1103 + FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1115 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 )));
|
|
float2 panner1117 = ( mulTime1123 * temp_output_1114_0.xy + appendResult1115);
|
|
float2 Panner21125 = ( panner1117 / TextureScale1098 );
|
|
float3 unpack1131 = UnpackNormalScale( tex2D( _NormalMap, Panner21125 ), NormalScale1235 );
|
|
unpack1131.z = lerp( 1, unpack1131.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1131 = unpack1131;
|
|
float3 BlendedNormals1132 = BlendNormal( tex2DNode1128 , tex2DNode1131 );
|
|
|
|
|
|
float3 Normal = BlendedNormals1132;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
input.positionCS.z = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = NormalWS;
|
|
#endif
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
|
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
|
#pragma exclude_renderers glcore gles3
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
|
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
|
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
|
|
#define ASE_NEEDS_FRAG_SHADOWCOORDS
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
|
|
#pragma shader_feature_local _ENABLESURFACEFOAM_ON
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
float4 lightmapUVOrVertexSH : TEXCOORD3;
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
half4 fogFactorAndVertexLight : TEXCOORD4;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD5;
|
|
#endif
|
|
#if defined(USE_APV_PROBE_OCCLUSION)
|
|
float4 probeOcclusion : TEXCOORD6;
|
|
#endif
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
float _AlphaClip;
|
|
float _Cutoff;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _NormalMap;
|
|
sampler2D _NoiseTexture;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
|
|
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
|
|
{
|
|
#if defined( DYNAMICLIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
|
|
#elif defined( LIGHTMAP_ON )
|
|
return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
|
|
#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
|
|
return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
|
|
#else
|
|
return SampleSH( normalWS );
|
|
#endif
|
|
}
|
|
|
|
float3 ASESafeNormalize(float3 inVec)
|
|
{
|
|
float dp3 = max(1.175494351e-38, dot(inVec, inVec));
|
|
return inVec* rsqrt(dp3);
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float3 objectToViewPos = TransformWorldToView( TransformObjectToWorld( input.positionOS.xyz ) );
|
|
float eyeDepth = -objectToViewPos.z;
|
|
output.ase_texcoord7.x = eyeDepth;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord7.yzw = 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
|
|
|
|
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
|
|
|
|
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
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
GBufferFragOutput frag ( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal1202 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float2 appendResult1252 = (float2(_X , _Z));
|
|
float2 RippleSpeed1103 = appendResult1252;
|
|
float2 appendResult1259 = (float2(_X1 , _Z1));
|
|
float2 FlowSpeed1260 = appendResult1259;
|
|
float3 temp_output_1112_0 = float3( ( RippleSpeed1103 - FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1113 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 panner1121 = ( _TimeParameters.x * temp_output_1112_0.xy + appendResult1113);
|
|
float TextureScale1098 = _TilingSize;
|
|
float2 Panner11120 = ( panner1121 / TextureScale1098 );
|
|
float NormalScale1235 = _NormalMapScale;
|
|
float3 unpack1128 = UnpackNormalScale( tex2D( _NormalMap, Panner11120 ), NormalScale1235 );
|
|
unpack1128.z = lerp( 1, unpack1128.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1128 = unpack1128;
|
|
float mulTime1123 = _TimeParameters.x * -1.0;
|
|
float3 temp_output_1114_0 = float3( ( RippleSpeed1103 + FlowSpeed1260 ) , 0.0 );
|
|
float2 appendResult1115 = (float2(( PositionWS.x * 1.27943 ) , ( PositionWS.z * 1.27943 )));
|
|
float2 panner1117 = ( mulTime1123 * temp_output_1114_0.xy + appendResult1115);
|
|
float2 Panner21125 = ( panner1117 / TextureScale1098 );
|
|
float3 unpack1131 = UnpackNormalScale( tex2D( _NormalMap, Panner21125 ), NormalScale1235 );
|
|
unpack1131.z = lerp( 1, unpack1131.z, saturate(NormalScale1235) );
|
|
float3 tex2DNode1131 = unpack1131;
|
|
float3 BlendedNormals1132 = BlendNormal( tex2DNode1128 , tex2DNode1131 );
|
|
float screenDepth1194 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1194 = saturate( abs( ( screenDepth1194 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeDistance ) ) );
|
|
float DepthFade1188 = distanceDepth1194;
|
|
float4 temp_output_1073_0 = ( ase_grabScreenPosNorm + float4( ( BlendedNormals1132 * DepthFade1188 ) , 0.0 ) );
|
|
float4 fetchOpaqueVal1203 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_1073_0.xy.xy ), 1.0 );
|
|
float ase_depthLinearEye = LinearEyeDepth( ScreenPos.z / ScreenPos.w, _ZBufferParams );
|
|
float depthLinearEye1074 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_1073_0.xy ), _ZBufferParams );
|
|
float ifLocalVar1199 = 0;
|
|
if( ase_depthLinearEye > depthLinearEye1074 )
|
|
ifLocalVar1199 = 0.0;
|
|
else if( ase_depthLinearEye < depthLinearEye1074 )
|
|
ifLocalVar1199 = 1.0;
|
|
float4 lerpResult1079 = lerp( fetchOpaqueVal1202 , fetchOpaqueVal1203 , ifLocalVar1199);
|
|
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 tanNormal1205 = BlendedNormals1132;
|
|
float Smoothness1237 = _Smoothness1;
|
|
float Occlusion1238 = _Occlusion1;
|
|
half3 reflectVector1205 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tanNormal1205 ), dot( tanToWorld1, tanNormal1205 ), dot( tanToWorld2, tanNormal1205 ) ) );
|
|
float3 indirectSpecular1205 = GlossyEnvironmentReflection( reflectVector1205, PositionWS, 1.0 - Smoothness1237, Occlusion1238, ScreenPosNorm.xy );
|
|
float3 bakedGI1211 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
|
|
Light ase_mainLight = GetMainLight( ShadowCoord );
|
|
MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI1211, half4( 0, 0, 0, 0 ) );
|
|
float eyeDepth = input.ase_texcoord7.x;
|
|
float cameraDepthFade1191 = (( eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeLength);
|
|
float CameraDepthFade1193 = saturate( cameraDepthFade1191 );
|
|
float4 lerpResult1041 = lerp( saturate( lerpResult1079 ) , ( float4( indirectSpecular1205 , 0.0 ) + ( float4( bakedGI1211 , 0.0 ) * _WaterColor ) ) , ( CameraDepthFade1193 * DepthFade1188 ));
|
|
float4 BaseColor1222 = lerpResult1041;
|
|
float3 normalizeResult1141 = ASESafeNormalize( ( _WorldSpaceCameraPos - PositionWS ) );
|
|
float3 tanNormal1148 = BlendedNormals1132;
|
|
float3 worldNormal1148 = normalize( float3( dot( tanToWorld0, tanNormal1148 ), dot( tanToWorld1, tanNormal1148 ), dot( tanToWorld2, tanNormal1148 ) ) );
|
|
float dotResult1151 = dot( reflect( -normalizeResult1141 , worldNormal1148 ) , SafeNormalize( _MainLightPosition.xyz ) );
|
|
float saferPower1154 = abs( dotResult1151 );
|
|
float BlendedNormalsX1275 = ( tex2DNode1128.r * tex2DNode1131.r );
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float4 clampResult1144 = clamp( ( ( pow( saferPower1154 , exp( (0.0 + ( _SurfaceFoamSmoothness - 0.0 ) * ( 10.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ( BlendedNormalsX1275 * (0.0 + ( _SurfaceFoamIntensity - 0.0 ) * ( 500.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) ) * ase_lightColor * ase_lightColor.a ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 Reflexions1159 = ( clampResult1144 * _SurfaceFoamColor );
|
|
#ifdef _ENABLESURFACEFOAM_ON
|
|
float4 staticSwitch1246 = Reflexions1159;
|
|
#else
|
|
float4 staticSwitch1246 = float4( 0,0,0,0 );
|
|
#endif
|
|
float screenDepth1169 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1169 = saturate( abs( ( screenDepth1169 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( ( tex2D( _NoiseTexture, Panner11120 ).r * tex2D( _NoiseTexture, Panner21125 ).r ) * _EdgeDistance ) ) ) );
|
|
float clampResult1170 = clamp( distanceDepth1169 , 0.0 , 1.0 );
|
|
float saferPower1168 = abs( clampResult1170 );
|
|
float clampResult1171 = clamp( pow( saferPower1168 , _EdgeFoamHardness1 ) , 0.0 , 1.0 );
|
|
float4 EdgeFoam1174 = ( ( ( ( 1.0 - clampResult1171 ) * _EdgeFoamOpacity1 ) * ase_lightColor * ase_lightColor.a ) * _EdgeFoamColor1 );
|
|
float screenDepth1255 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth1255 = saturate( abs( ( screenDepth1255 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _EdgeFade2 ) ) );
|
|
float ase_lightAtten = 0;
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
|
|
|
|
float3 BaseColor = ( BaseColor1222 + ( ( staticSwitch1246 + ( EdgeFoam1174 * distanceDepth1255 ) ) * ase_lightAtten ) ).rgb;
|
|
float3 Normal = BlendedNormals1132;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = Smoothness1237;
|
|
float Occlusion = 1;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
#if defined( _ALPHATEST_ON )
|
|
float AlphaClipThreshold = _Cutoff;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
#endif
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
input.positionCS.z = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = input.positionCS;
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
|
|
|
|
#ifdef ASE_FOG
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
|
|
inputData.bakedGI = SAMPLE_GI(SH,
|
|
GetAbsolutePositionWS(inputData.positionWS),
|
|
inputData.normalWS,
|
|
inputData.viewDirectionWS,
|
|
input.positionCS.xy,
|
|
input.probeOcclusion,
|
|
inputData.shadowMask);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#if defined(USE_APV_PROBE_OCCLUSION)
|
|
inputData.probeOcclusion = input.probeOcclusion;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(input.positionCS,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
|
|
color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0,
|
|
inputData.bakedGI, Occlusion, inputData.positionWS,
|
|
inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
|
|
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
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 half4( _ObjectId, _PassValue, 1.0, 1.0 );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
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 _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19908
|
|
#define ASE_SRP_VERSION 170100
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
|
|
#if defined( _SPECULARHIGHLIGHTS_OFF )
|
|
#undef _SPECULAR_COLOR
|
|
#else
|
|
#define _SPECULAR_COLOR
|
|
#endif
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_MOTION_VECTORS
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 positionOld : TEXCOORD4;
|
|
#if _ADD_PRECOMPUTED_VELOCITY
|
|
float3 alembicMotionVector : TEXCOORD5;
|
|
#endif
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 positionCSNoJitter : TEXCOORD0;
|
|
float4 previousPositionCSNoJitter : TEXCOORD1;
|
|
float3 positionWS : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float4 _SurfaceFoamColor;
|
|
float4 _EdgeFoamColor1;
|
|
float _EdgeFoamOpacity1;
|
|
float _EdgeFoamHardness1;
|
|
float _EdgeDistance;
|
|
float _SurfaceFoamIntensity;
|
|
float _SurfaceFoamSmoothness;
|
|
float _CameraDepthFadeOffset;
|
|
float _CameraDepthFadeLength;
|
|
float _X;
|
|
float _Smoothness1;
|
|
float _DepthFadeDistance;
|
|
float _NormalMapScale;
|
|
float _TilingSize;
|
|
float _Z1;
|
|
float _X1;
|
|
float _Z;
|
|
float _Occlusion1;
|
|
float _EdgeFade2;
|
|
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;1185;1536,-3248;Inherit;False;902.656;187.6821;Depth Fade;2;1194;1187;Depth Fade;1,0.7490196,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1231;-320,-1296;Inherit;False;2511.3;821.55;;26;1208;1196;1195;1197;1209;1041;1219;1211;1205;1207;1080;1225;1199;1079;1073;1202;1203;1201;1200;1074;1075;1182;1239;1240;1273;1272;Refraction;0,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1085;-320,-4176;Inherit;False;260;163;;1;1093;Texture Scale;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1086;-320,-3920;Inherit;False;844.5542;236.5325;;4;1091;1090;1089;1088;Global UV's;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1101;-320,-3600;Inherit;False;1396;395;;10;1124;1121;1118;1116;1113;1112;1107;1253;1262;1267;Panner1;1,0.4980392,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1102;-320,-3136;Inherit;False;1392.502;427;;12;1123;1122;1119;1117;1115;1114;1111;1110;1105;1104;1263;1265;Panner2;1,0.4980392,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1135;-320,-2000;Inherit;False;2982.049;629.1477;;37;1249;1248;1152;1277;901;900;899;898;897;896;895;894;893;892;1145;1153;1146;1144;1282;1151;1154;1281;1157;1158;1156;1155;1150;1140;1142;1139;1149;1148;1147;1143;1141;1138;1137;Surface Foam;0,1,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1136;-320,-2640;Inherit;False;2978.101;548.5541;;20;1178;1177;1176;1175;1173;1172;1171;1170;1169;1168;1167;1166;1165;1164;1163;1162;1161;1160;1229;1230;EdgeFoam;0,1,0,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1186;1536,-3600;Inherit;False;1027.7;253.9;Camera Depth Fade;4;1192;1191;1190;1189;Camera Depth Fade;1,0,0.2470588,1;0;0
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|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1261;-320,-416;Inherit;False;1143.621;513.7299;;9;1133;1126;1134;1131;1130;1129;1128;1127;1274;Blended Normals;0.4980392,0,1,1;0;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1187;1584,-3200;Inherit;False;Property;_DepthFadeDistance;Depth Fade Distance;9;0;Create;True;0;0;0;False;0;False;1.5;12;1;20;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1194;1952,-3184;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1088;-272,-3872;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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|
Node;AmplifyShaderEditor.SwizzleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1089;-64,-3872;Inherit;False;FLOAT2;0;2;1;3;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1090;112,-3872;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0.025,0.025;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.VertexToFragmentNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1091;304,-3872;Inherit;False;False;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1094;-64,-4480;Inherit;False;NormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
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|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1095;-320,-4480;Float;True;Property;_NormalMap;Normal Map;1;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;1;Textures;0;0;False;0;False;None;None;True;bump;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1092;560,-3872;Inherit;False;GlobalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1137;-272,-1840;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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|
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1138;288,-1856;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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|
Node;AmplifyShaderEditor.NormalizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1141;544,-1936;Inherit;False;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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|
Node;AmplifyShaderEditor.NegateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1143;720,-1936;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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|
Node;AmplifyShaderEditor.WorldSpaceCameraPos, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1147;-48,-1952;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1160;800,-2544;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;1161;160,-2560;Inherit;True;Property;_TextureSample7;Texture Sample 3;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1162;512,-2544;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;1163;512,-2432;Inherit;False;Property;_EdgeDistance;Edge Distance;15;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1164;160,-2352;Inherit;True;Property;_TextureSample8;Texture Sample 3;32;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1165;-160,-2560;Inherit;False;1099;NoiseMap;1;0;OBJECT;;False;1;SAMPLER2D;0
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|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1166;-160,-2480;Inherit;False;1120;Panner1;1;0;OBJECT;;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1167;-160,-2352;Inherit;False;1125;Panner2;1;0;OBJECT;;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1169;992,-2560;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1170;1280,-2560;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1177;992,-2320;Float;False;Property;_EdgeFoamHardness1;Edge Foam Hardness;14;0;Create;True;0;0;0;False;0;False;0.33;0.33;0;12;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1174;2720,-2416;Inherit;False;EdgeFoam;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1189;1552,-3472;Inherit;False;Property;_CameraDepthFadeOffset;Camera Depth Fade Offset;11;0;Create;True;0;0;0;False;0;False;0.5;1;0;6;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1190;1552,-3552;Inherit;False;Property;_CameraDepthFadeLength;Camera Depth Fade Length;10;0;Create;True;0;0;0;False;0;False;1;1;0;16;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.CameraDepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1191;1872,-3520;Inherit;False;3;2;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1192;2160,-3488;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1148;560,-1744;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1149;304,-1504;Inherit;False;1132;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0
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|
Node;AmplifyShaderEditor.SurfaceDepthNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1075;368,-832;Inherit;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.ScreenDepthNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1074;368,-752;Inherit;False;0;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1200;368,-672;Inherit;False;Constant;_Float0;Float 0;19;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1201;368,-592;Inherit;False;Constant;_Float3;Float 3;19;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1203;368,-1056;Inherit;False;Global;_GrabScreen3;Grab Screen 2;19;0;Create;True;0;0;0;False;0;False;Instance;1202;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1202;368,-1248;Inherit;False;Global;_GrabScreen2;Grab Screen 2;19;0;Create;True;0;0;0;True;0;False;Object;-1;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1073;208,-1056;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT4;0
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|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1079;912,-1248;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.ConditionalIfNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1199;656,-832;Inherit;False;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.GrabScreenPosition, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1225;-256,-1248;Inherit;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1080;1136,-1248;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;1207;912,-1056;Inherit;False;1132;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0
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|
Node;AmplifyShaderEditor.IndirectSpecularLight, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1205;1296,-1056;Inherit;False;Tangent;3;0;FLOAT3;0,0,1;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1211;1296,-928;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1219;1296,-848;Inherit;False;Property;_WaterColor;Water Color;8;1;[Header];Create;True;1;Water Colors;0;0;False;1;Space(8);False;0,0,0,0;0.3444286,0.5023155,0.5660378,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1041;2000,-1248;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1209;1552,-928;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1195;1552,-816;Inherit;False;1193;CameraDepthFade;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1208;1808,-1056;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1226;3328,-4432;Inherit;False;1222;BaseColor;1;0;OBJECT;;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1183;3328,-4192;Inherit;False;1132;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1233;3168,-4352;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1232;3328,-4352;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;1227;3552,-4432;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;1222;2256,-1248;Inherit;False;BaseColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1098;0,-4128;Inherit;False;TextureScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1193;2640,-3488;Inherit;False;CameraDepthFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1239;912,-960;Inherit;False;1237;Smoothness;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1240;912,-864;Inherit;False;1238;Occlusion;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1196;1552,-736;Inherit;False;1188;DepthFade;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1197;1808,-816;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1245;3353.069,-4080.576;Inherit;False;1237;Smoothness;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1099;448,-4480;Inherit;False;NoiseMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1103;1616,-4480;Inherit;False;RippleSpeed;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1173;2480,-2416;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1168;1472,-2560;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1171;1664,-2560;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1175;2112,-2320;Float;False;Property;_EdgeFoamColor1;Edge Foam Color;12;1;[Header];Create;True;1;Edge Foam;0;0;False;1;Space(8);False;1,1,1,1;0,1,0.1185064,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1172;1856,-2560;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1176;2048,-2560;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;1229;2240,-2560;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1178;1664,-2416;Float;False;Property;_EdgeFoamOpacity1;Edge Foam Opacity;13;0;Create;True;0;0;0;False;0;False;0.65;0.2;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1230;1728,-2304;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1228;2624,-4352;Inherit;False;1159;Reflexions;1;0;OBJECT;;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1256;2976,-4240;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;1224;2624,-4240;Inherit;False;1174;EdgeFoam;1;0;OBJECT;;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1255;2624,-4128;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1254;2304,-4128;Inherit;False;Property;_EdgeFade2;Edge Fade;16;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1212;2880,-4064;Inherit;False;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1093;-272,-4128;Inherit;False;Property;_TilingSize;Tiling Size;3;0;Create;True;0;0;0;False;0;False;6;6;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1204;704,-4288;Inherit;False;Property;_Occlusion1;Occlusion;22;0;Create;True;0;0;0;False;0;False;0.65;0;0;1;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1238;1008,-4288;Inherit;False;Occlusion;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1235;1008,-4480;Inherit;False;NormalScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1096;192,-4480;Float;True;Property;_NoiseTexture;Noise Texture;0;3;[Header];[NoScaleOffset];[SingleLineTexture];Create;True;1;Textures;0;0;False;1;Space(8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1250;1264,-4480;Inherit;False;Property;_X;X;4;1;[Header];Create;True;1;Ripple Speed;0;0;False;1;Space(8);False;0.15;0.15;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1252;1440,-4480;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1259;1440,-4288;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1257;1264,-4288;Inherit;False;Property;_X1;X;6;1;[Header];Create;True;1;Flow Speed;0;0;False;1;Space(8);False;0.15;0.15;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1260;1616,-4288;Inherit;False;FlowSpeed;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1116;624,-3360;Inherit;False;1098;TextureScale;1;0;OBJECT;;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1118;896,-3440;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
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|
Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1121;640,-3504;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;7.916384;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1111;192,-2976;Inherit;False;1.27943;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TransformDirectionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1114;144,-2896;Inherit;False;World;World;True;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1117;608,-3040;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;3.4984;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1119;896,-2992;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1122;592,-2896;Inherit;False;1098;TextureScale;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1123;384,-2848;Inherit;False;1;0;FLOAT;-1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1104;-224,-2896;Inherit;False;1103;RippleSpeed;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1120;1120,-3440;Inherit;False;Panner1;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1125;1120,-2992;Inherit;False;Panner2;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1132;880,-208;Inherit;False;BlendedNormals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.BlendNormalsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1127;576,-208;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1130;-32,-128;Inherit;False;1094;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1128;192,-352;Inherit;True;Property;_NormalMap2;Normal Map;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1131;192,-128;Inherit;True;Property;_NormalMap3;Normal Map;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1129;-32,-352;Inherit;False;1094;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1134;-256,-64;Inherit;False;1125;Panner2;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1133;-256,-288;Inherit;False;1120;Panner1;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1126;-32,-208;Inherit;False;1235;NormalScale;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1105;-32,-3072;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1115;416,-3072;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1110;192,-3072;Inherit;False;1.27943;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1113;416,-3536;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1107;176,-3536;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1124;384,-3328;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TransformDirectionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1112;144,-3376;Inherit;False;World;World;True;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1262;-224,-3296;Inherit;False;1260;FlowSpeed;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1253;-224,-3376;Inherit;False;1103;RippleSpeed;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1263;-224,-2816;Inherit;False;1260;FlowSpeed;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1265;0,-2896;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1267;-16,-3376;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1251;1264,-4400;Inherit;False;Property;_Z;Z;5;0;Create;True;0;0;0;False;0;False;0.15;0.15;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1268;1264,-4208;Inherit;False;Property;_Z1;Z;7;0;Create;True;0;0;0;False;0;False;0.15;0.15;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1188;2528,-3184;Inherit;False;DepthFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1182;-256,-976;Inherit;False;1132;BlendedNormals;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1273;0,-976;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1272;-256,-864;Inherit;False;1188;DepthFade;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1274;576,-336;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1275;880,-336;Inherit;False;BlendedNormalsX;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1237;1008,-4384;Inherit;False;Smoothness;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1206;704,-4384;Inherit;False;Property;_Smoothness1;Smoothness;21;1;[Header];Create;True;1;Surface Options;0;0;False;1;Space(8);False;0.65;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1246;2848,-4352;Inherit;False;Property;_EnableSurfaceFoam;Enable Surface Foam;17;0;Create;True;0;0;0;False;2;Header(Surface Foam);Space(8);False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1139;-32,-1744;Inherit;False;1094;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1142;224,-1744;Inherit;True;Property;_TextureSample5;Texture Sample 5;40;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1140;-32,-1648;Inherit;False;1120;Panner1;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.ReflectOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1150;1024,-1872;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1155;960,-1744;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1156;560,-1584;Float;False;Property;_SurfaceFoamSmoothness;Surface Foam Smoothness;19;0;Create;True;0;0;0;False;0;False;0.35;0.45;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ExpOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1158;1088,-1584;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1157;864,-1584;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;10;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1154;1376,-1872;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1151;1232,-1872;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ClampOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1144;2256,-1872;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;1,1,1,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1146;2464,-1728;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1153;2064,-1872;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1145;2192,-1648;Float;False;Property;_SurfaceFoamColor;Surface Foam Color;18;1;[Header];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,1,0.1185064,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1159;2736,-1728;Inherit;False;Reflexions;-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;1249;1376,-1744;Inherit;False;1275;BlendedNormalsX;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1281;1088,-1488;Inherit;False;Property;_SurfaceFoamIntensity;Surface Foam Intensity;20;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1282;1392,-1584;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;500;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1277;1616,-1744;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;1248;1808,-1872;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1152;1616,-1584;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1234;704,-4480;Inherit;False;Property;_NormalMapScale;Normal Map Scale;2;0;Create;True;0;0;0;False;1;Space(8);False;0;0.5;0;1;0;1;FLOAT;0
|
|
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|
|
WireConnection;1150;0;1143;0
|
|
WireConnection;1150;1;1148;0
|
|
WireConnection;1158;0;1157;0
|
|
WireConnection;1157;0;1156;0
|
|
WireConnection;1154;0;1151;0
|
|
WireConnection;1154;1;1158;0
|
|
WireConnection;1151;0;1150;0
|
|
WireConnection;1151;1;1155;0
|
|
WireConnection;1144;0;1153;0
|
|
WireConnection;1146;0;1144;0
|
|
WireConnection;1146;1;1145;0
|
|
WireConnection;1153;0;1248;0
|
|
WireConnection;1153;1;1152;0
|
|
WireConnection;1153;2;1152;2
|
|
WireConnection;1159;0;1146;0
|
|
WireConnection;1282;0;1281;0
|
|
WireConnection;1277;0;1249;0
|
|
WireConnection;1277;1;1282;0
|
|
WireConnection;1248;0;1154;0
|
|
WireConnection;1248;1;1277;0
|
|
WireConnection;891;0;1227;0
|
|
WireConnection;891;1;1183;0
|
|
WireConnection;891;4;1245;0
|
|
ASEEND*/
|
|
//CHKSM=06440C39F61BBE76A2457FD9BD0965DFA1EB86F6 |