Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery

# Conflicts:
#	Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
This commit is contained in:
2026-07-25 19:42:26 +02:00
954 changed files with 999772 additions and 26193 deletions
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#ifndef _INCLUDE_NOISE3D
#define _INCLUDE_NOISE3D
float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
void snoise_float( float3 v, out float Out )
{
const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
float3 i = floor( v + dot( v, C.yyy ) );
float3 x0 = v - i + dot( i, C.xxx );
float3 g = step( x0.yzx, x0.xyz );
float3 l = 1.0 - g;
float3 i1 = min( g.xyz, l.zxy );
float3 i2 = max( g.xyz, l.zxy );
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy;
float3 x3 = x0 - 0.5;
i = mod3D289( i);
float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
float4 x_ = floor( j / 7.0 );
float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
float4 h = 1.0 - abs( x ) - abs( y );
float4 b0 = float4( x.xy, y.xy );
float4 b1 = float4( x.zw, y.zw );
float4 s0 = floor( b0 ) * 2.0 + 1.0;
float4 s1 = floor( b1 ) * 2.0 + 1.0;
float4 sh = -step( h, 0.0 );
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 g0 = float3( a0.xy, h.x );
float3 g1 = float3( a0.zw, h.y );
float3 g2 = float3( a1.xy, h.z );
float3 g3 = float3( a1.zw, h.w );
float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
g0 *= norm.x;
g1 *= norm.y;
g2 *= norm.z;
g3 *= norm.w;
float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
m = m* m;
m = m* m;
float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
Out = 42.0 * dot( m, px);
}
#endif
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ZTest Always Cull Off ZWrite Off
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HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_prefilter
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HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_downsample1
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HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag_downsample2
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HLSLPROGRAM
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#pragma fragment frag_upsample
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#ifndef SSMS_HLSL
#define SSMS_HLSL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The Blit.hlsl file provides the vertex shader (Vert),
// input structure (Attributes) and output strucutre (Varyings)
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D(_BaseTexture);
//SAMPLER(sampler_BaseTexture);
TEXTURE2D(_BaseTextureUpscale);
float _PrefilterOffs;
float _Threshold;
float3 _Curve;
float _SampleScale;
float _Intensity;
// SMSS
TEXTURE2D(_FadeTex);
SAMPLER(sampler_FadeTex);
TEXTURE2D(_FogFactor_RT);
SAMPLER(sampler_FogFactor_RT);
float _Radius;
float _BlurWeight;
#pragma shader_feature ANTI_FLICKER_ON
#pragma shader_feature _HIGH_QUALITY_ON
// Brightness function
float Brightness(float3 c)
{
return max(max(c.r, c.g), c.b);
}
// 3-tap median filter
float3 Median(float3 a, float3 b, float3 c)
{
return a + b + c - min(min(a, b), c) - max(max(a, b), c);
}
float CustomLuminocity(float3 a)
{
float sum = a.r + a.b + a.z;
sum /=3;
sum = sum * (1 / sum);
return sum;
}
float4 ToFloat4(float3 rgb)
{
return float4(rgb, 0);
}
float3 ToFloat3(float4 rgba)
{
return rgba.rgb;
}
#define HALF_MAX 65504.0 // (2 - 2^-10) * 2^15
// Clamp HDR value within a safe range
half3 SafeHDR(half3 c)
{
return min(c, HALF_MAX);
}
half4 SafeHDR(half4 c)
{
return min(c, HALF_MAX);
}
// Downsample with a 4x4 box filter
float3 DownsampleFilter(float2 uv)
{
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1);
float3 s;
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
return s * (1.0 / 4);
}
// Downsample with a 4x4 box filter + anti-flicker filter
float3 DownsampleAntiFlickerFilter(float2 uv)
{
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1);
float3 s1 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
float3 s2 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
float3 s3 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
float3 s4 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
// Karis's luma weighted average (using brightness instead of luma)
float s1w = 1 / (Brightness(s1) + 1);
float s2w = 1 / (Brightness(s2) + 1);
float s3w = 1 / (Brightness(s3) + 1);
float s4w = 1 / (Brightness(s4) + 1);
float one_div_wsum = 1 / (s1w + s2w + s3w + s4w);
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
}
float3 UpsampleFilter(float2 uv)
{
#ifdef _HIGH_QUALITY_ON
// 9-tap bilinear upsampler (tent filter)
float4 d = _BlitTexture_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale;
float3 s;
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.xy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.wy)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv )) * 4;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.wy)) * 2;
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
return s * (1.0 / 16);
#else
// 4-tap bilinear upsampler
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5);
float3 s;
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
return s * (1.0 / 4);
#endif
}
//
// fragment shader
//
// SMSS
float AdjustDepth(float4 d){
//float Out = CustomLuminocity(d.rgb);
//Out *= d.a;
float Out = d.r;
Out = SAMPLE_TEXTURE2D(_FadeTex,sampler_FadeTex, float2(Out, 0.5)).r;
return saturate(Out);
}
float4 frag_prefilter(Varyings i) : SV_Target
{
float2 uv = i.texcoord + _BlitTexture_TexelSize.xy * _PrefilterOffs;
#ifdef ANTI_FLICKER_ON
float3 d = _BlitTexture_TexelSize.xyx * float3(1, 1, 0);
float4 s0 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv));
float3 s1 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.xz).rgb);
float3 s2 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xz).rgb);
float3 s3 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.zy).rgb);
float3 s4 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy).rgb);
float3 m = Median(Median(s0.rgb, s1, s2), s3, s4);
#else
float4 s0 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv));
float3 m = s0.rgb;
#endif
// Pixel brightness
float br = Brightness(m);
// Under-threshold part: quadratic curve
float rq = clamp(br - _Curve.x, 0, _Curve.y);
rq = _Curve.z * rq * rq;
// Combine and apply the brightness response curve.
m *= max(rq, br - _Threshold) / max(br, 1e-5);
// SMSS
float depth = AdjustDepth(SAMPLE_TEXTURE2D(_FogFactor_RT,sampler_FogFactor_RT, i.texcoord ));
return ToFloat4(m * depth);
}
float4 frag_downsample1(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#ifdef ANTI_FLICKER_ON
return ToFloat4(DownsampleAntiFlickerFilter(i.texcoord ));
#else
return ToFloat4(DownsampleFilter(i.texcoord ));
#endif
}
float4 frag_downsample2(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return ToFloat4(DownsampleFilter(i.texcoord ));
}
float4 frag_upsample(Varyings i) : SV_Target
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 base = ToFloat3(SAMPLE_TEXTURE2D(_BaseTextureUpscale, sampler_LinearClamp, i.texcoord));
float3 blur = UpsampleFilter(i.texcoord );
return ToFloat4(base + blur * (1 + _BlurWeight)) / (1 + (_BlurWeight * 0.735));
}
float4 frag_upsample_final(Varyings i) : SV_Target
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 base = SAMPLE_TEXTURE2D(_BaseTexture, sampler_LinearClamp, i.texcoord);
float3 blur = UpsampleFilter(i.texcoord );
// SMSS
float depth = AdjustDepth(SAMPLE_TEXTURE2D(_FogFactor_RT,sampler_FogFactor_RT, i.texcoord));
return lerp(base, float4(blur,1) * (1 / _Radius), clamp(depth ,0,_Intensity));
}
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