// Made with Amplify Shader Editor v1.9.9.4 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Raygeas/URP/Surface" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [Header(Main Maps)][Space(5)] _Tiling( "Tiling", Float ) = 1 [NoScaleOffset][Space(5)] _MainTex( "Albedo", 2D ) = "white" {} [NoScaleOffset][Normal] _BumpMap( "Normal", 2D ) = "bump" {} [NoScaleOffset] _MetallicGlossMap( "Metallic/Smoothness", 2D ) = "white" {} [NoScaleOffset] _OcclusionMap( "Occlusion", 2D ) = "white" {} [Header(Main Settings)][Space(5)] _Color( "Color", Color ) = ( 1, 1, 1, 0 ) _BumpScale( "Normal", Float ) = 1 _Metallic( "Metallic", Range( 0, 1 ) ) = 0 _Glossiness( "Smoothness", Range( 0, 1 ) ) = 0 [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel( "Smoothness Source", Float ) = 0 _OcclusionStrength( "Occlusion", Range( 0, 1 ) ) = 1 [Space(15)][Header(Coverage Maps)][Space(5)] _CovTiling( "Tiling", Float ) = 1 [NoScaleOffset][Space(5)] _CovMainTex( "Albedo", 2D ) = "white" {} [NoScaleOffset][Normal] _CovBumpMap( "Normal", 2D ) = "bump" {} [NoScaleOffset] _CoverageMetallicSmoothness( "Metallic/Smoothness", 2D ) = "white" {} [NoScaleOffset] _CovMask( "Coverage Mask", 2D ) = "white" {} [Header(Coverage Settings)][Space(5)][Toggle( _COVERAGEON_ON )] _Coverageon( "Enable", Float ) = 0 [Space(15)] _CovColor( "Color", Color ) = ( 1, 1, 1, 0 ) _CovBumpScale( "Normal", Float ) = 1 _CovMetallic( "Metallic", Range( 0, 1 ) ) = 0 _CovGlossiness( "Smoothness", Range( 0, 1 ) ) = 0 [Enum(Metallic Alpha,0,Albedo Alpha,1)] _CovSmoothnessTextureChannel( "Smoothness Source", Float ) = 0 [Enum(World Normal,0,Vertex Position,1)][Space(15)] _CovOverlayMethod( "Overlay Method", Float ) = 0 _CovOffset( "Offset", Float ) = 1 _CovBalance( "Balance", Float ) = -1 _MaskContrast( "Mask Contrast", Float ) = 1 _NormalBlending( "Normal Blending", Range( 0, 1 ) ) = 1 [Space(15)] _MaskTilingX( "Mask Tiling X", Float ) = 1 _MaskTilingY( "Mask Tiling Y", Float ) = 1 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } Cull Back ZWrite On ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_FORWARD #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #pragma shader_feature_local _COVERAGEON_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 float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #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 TEXTURE2D(_MainTex); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_CovMainTex); SAMPLER(sampler_CovMainTex); TEXTURE2D(_BumpMap); TEXTURE2D(_CovMask); TEXTURE2D(_CovBumpMap); SAMPLER(sampler_CovBumpMap); TEXTURE2D(_MetallicGlossMap); TEXTURE2D(_CoverageMetallicSmoothness); SAMPLER(sampler_CoverageMetallicSmoothness); TEXTURE2D(_OcclusionMap); inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } inline float3 TriplanarSampling432( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z ); } inline float4 TriplanarSampling430( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord6.xy = input.texcoord.xy; output.ase_texcoord7 = input.positionOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord6.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #else OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #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 input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #endif #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined( _SURFACE_TYPE_TRANSPARENT ) const bool isTransparent = true; #else const bool isTransparent = false; #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS ); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif // @diogo: mikktspace compliant float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float3 TangentWS = input.tangentWS.xyz * renormFactor; float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; float3 NormalWS = input.normalWS * renormFactor; #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif float2 temp_cast_0 = (_Tiling).xx; float2 texCoord472 = input.ase_texcoord6.xy * temp_cast_0 + float2( 0,0 ); float2 Tiling462 = texCoord472; float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 ); float4 temp_output_3_0 = ( _Color * tex2DNode2 ); float CoverageTiling463 = _CovTiling; float2 temp_cast_1 = (CoverageTiling463).xx; float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, NormalWS, 10.0, temp_cast_1, 1.0, 0 ); float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale ); unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) ); float3 tex2DNode6 = unpack6; float3 MainNormalMap454 = tex2DNode6; 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 tanNormal283 = MainNormalMap454; float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) ); float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord7.xyz.y , _CovOverlayMethod); float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) ); float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance); float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY)); float2 texCoord545 = input.ase_texcoord6.xy * appendResult550 + float2( 0,0 ); float2 MaskTiling551 = texCoord545; float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 ); float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast); float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) ); float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297); #ifdef _COVERAGEON_ON float4 staticSwitch304 = lerpResult302; #else float4 staticSwitch304 = temp_output_3_0; #endif float4 Albedo19 = staticSwitch304; float2 temp_cast_4 = (CoverageTiling463).xx; float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS ); float3 triplanar432 = TriplanarSampling432( _CovBumpMap, sampler_CovBumpMap, PositionWS, NormalWS, 10.0, temp_cast_4, _CovBumpScale, 0 ); float3 tanTriplanarNormal432 = mul( ase_worldToTangent, triplanar432 ); float3 lerpResult515 = lerp( BlendNormal( tex2DNode6 , tanTriplanarNormal432 ) , tanTriplanarNormal432 , ( 1.0 - _NormalBlending )); float3 lerpResult309 = lerp( tex2DNode6 , lerpResult515 , CoverageMask297); #ifdef _COVERAGEON_ON float3 staticSwitch308 = lerpResult309; #else float3 staticSwitch308 = tex2DNode6; #endif float3 Normal75 = staticSwitch308; float4 tex2DNode239 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_Linear_Repeat, Tiling462 ); float temp_output_241_0 = ( _Metallic * tex2DNode239.r ); float2 temp_cast_5 = (CoverageTiling463).xx; float4 triplanar430 = TriplanarSampling430( _CoverageMetallicSmoothness, sampler_CoverageMetallicSmoothness, PositionWS, NormalWS, 10.0, temp_cast_5, 1.0, 0 ); float lerpResult335 = lerp( temp_output_241_0 , ( _CovMetallic * triplanar430.x ) , CoverageMask297); #ifdef _COVERAGEON_ON float staticSwitch340 = lerpResult335; #else float staticSwitch340 = temp_output_241_0; #endif float Metallic262 = staticSwitch340; float AlbedoAlpha434 = tex2DNode2.a; float lerpResult441 = lerp( tex2DNode239.a , AlbedoAlpha434 , _SmoothnessTextureChannel); float temp_output_240_0 = ( lerpResult441 * _Glossiness ); float CoverageAlbedoAlpha369 = triplanar421.a; float lerpResult451 = lerp( triplanar430.a , CoverageAlbedoAlpha369 , _CovSmoothnessTextureChannel); float lerpResult333 = lerp( temp_output_240_0 , ( lerpResult451 * _CovGlossiness ) , CoverageMask297); #ifdef _COVERAGEON_ON float staticSwitch339 = lerpResult333; #else float staticSwitch339 = temp_output_240_0; #endif float Smoothness263 = staticSwitch339; float lerpResult410 = lerp( 1.0 , SAMPLE_TEXTURE2D( _OcclusionMap, sampler_Linear_Repeat, Tiling462 ).g , _OcclusionStrength); float Ambient_Occlusion415 = lerpResult410; float3 BaseColor = Albedo19.rgb; float3 Normal = Normal75; float3 Specular = 0.5; float Metallic = Metallic262; float Smoothness = Smoothness263; float Occlusion = Ambient_Occlusion415; float3 Emission = 0; float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = ClipPos.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 = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); 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); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #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 #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_FORWARD_PLUS for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_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_FORWARD_PLUS for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_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 = DeviceDepth; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif #if defined( ASE_OPAQUE_KEEP_ALPHA ) return half4( color.rgb, color.a ); #else return half4( color.rgb, OutputAlpha( color.a, isTransparent ) ); #endif } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #define ASE_GEOMETRY #pragma multi_compile_local _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_SHADOWCASTER #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #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" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 _LightDirection; float3 _LightPosition; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); float3 normalWS = TransformObjectToWorldDir(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); #endif output.positionCS = positionCS; output.positionWS = positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) #if defined( _ALPHATEST_SHADOW_ON ) AlphaDiscard( Alpha, AlphaClipThresholdShadow ); #else AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #pragma multi_compile_local _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #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" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float Alpha = 1; float AlphaClipThreshold = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = 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 = DeviceDepth; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define ASE_GEOMETRY #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature EDITOR_VISUALIZATION #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #pragma shader_feature_local _COVERAGEON_ON struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD1; float4 LightCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #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 TEXTURE2D(_MainTex); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_CovMainTex); SAMPLER(sampler_CovMainTex); TEXTURE2D(_BumpMap); TEXTURE2D(_CovMask); inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS ); output.ase_texcoord4.xyz = ase_normalWS; float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz ); output.ase_texcoord5.xyz = ase_tangentWS; float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign; output.ase_texcoord6.xyz = ase_bitangentWS; output.ase_texcoord3.xy = input.texcoord0.xy; output.ase_texcoord7 = input.positionOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.zw = 0; output.ase_texcoord4.w = 0; output.ase_texcoord5.w = 0; output.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; UnityEditorVizData(input.positionOS.xyz, input.texcoord0.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; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : 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; float2 temp_cast_0 = (_Tiling).xx; float2 texCoord472 = input.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 ); float2 Tiling462 = texCoord472; float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 ); float4 temp_output_3_0 = ( _Color * tex2DNode2 ); float CoverageTiling463 = _CovTiling; float2 temp_cast_1 = (CoverageTiling463).xx; float3 ase_normalWS = input.ase_texcoord4.xyz; float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, ase_normalWS, 10.0, temp_cast_1, 1.0, 0 ); float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale ); unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) ); float3 tex2DNode6 = unpack6; float3 MainNormalMap454 = tex2DNode6; float3 ase_tangentWS = input.ase_texcoord5.xyz; float3 ase_bitangentWS = input.ase_texcoord6.xyz; float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x ); float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y ); float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z ); float3 tanNormal283 = MainNormalMap454; float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) ); float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord7.xyz.y , _CovOverlayMethod); float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) ); float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance); float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY)); float2 texCoord545 = input.ase_texcoord3.xy * appendResult550 + float2( 0,0 ); float2 MaskTiling551 = texCoord545; float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 ); float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast); float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) ); float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297); #ifdef _COVERAGEON_ON float4 staticSwitch304 = lerpResult302; #else float4 staticSwitch304 = temp_output_3_0; #endif float4 Albedo19 = staticSwitch304; float3 BaseColor = Albedo19.rgb; float3 Emission = 0; float Alpha = 1; float AlphaClipThreshold = 0.5; #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = input.VizUV.xy; metaInput.LightCoord = input.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #pragma shader_feature_local _COVERAGEON_ON struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #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 TEXTURE2D(_MainTex); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_CovMainTex); SAMPLER(sampler_CovMainTex); TEXTURE2D(_BumpMap); TEXTURE2D(_CovMask); inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID( input ); UNITY_TRANSFER_INSTANCE_ID( input, output ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS ); output.ase_texcoord2.xyz = ase_normalWS; float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz ); output.ase_texcoord3.xyz = ase_tangentWS; float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign; output.ase_texcoord4.xyz = ase_bitangentWS; output.ase_texcoord1.xy = input.ase_texcoord.xy; output.ase_texcoord5 = input.positionOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord1.zw = 0; output.ase_texcoord2.w = 0; output.ase_texcoord3.w = 0; output.ase_texcoord4.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.ase_texcoord = input.ase_texcoord; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : 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; float2 temp_cast_0 = (_Tiling).xx; float2 texCoord472 = input.ase_texcoord1.xy * temp_cast_0 + float2( 0,0 ); float2 Tiling462 = texCoord472; float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 ); float4 temp_output_3_0 = ( _Color * tex2DNode2 ); float CoverageTiling463 = _CovTiling; float2 temp_cast_1 = (CoverageTiling463).xx; float3 ase_normalWS = input.ase_texcoord2.xyz; float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, ase_normalWS, 10.0, temp_cast_1, 1.0, 0 ); float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale ); unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) ); float3 tex2DNode6 = unpack6; float3 MainNormalMap454 = tex2DNode6; float3 ase_tangentWS = 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 tanNormal283 = MainNormalMap454; float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) ); float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord5.xyz.y , _CovOverlayMethod); float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) ); float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance); float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY)); float2 texCoord545 = input.ase_texcoord1.xy * appendResult550 + float2( 0,0 ); float2 MaskTiling551 = texCoord545; float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 ); float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast); float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) ); float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297); #ifdef _COVERAGEON_ON float4 staticSwitch304 = lerpResult302; #else float4 staticSwitch304 = temp_output_3_0; #endif float4 Albedo19 = staticSwitch304; float3 BaseColor = Albedo19.rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; 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 #pragma multi_compile_local _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY //#define SHADERPASS SHADERPASS_DEPTHNORMALS #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #pragma shader_feature_local _COVERAGEON_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; half4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #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 TEXTURE2D(_BumpMap); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_CovBumpMap); SAMPLER(sampler_CovBumpMap); TEXTURE2D(_CovMask); inline float3 TriplanarSampling432( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z ); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord3.xy = input.texcoord.xy; output.ase_texcoord4 = input.positionOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalInput.normalWS; output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() ); #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) output.tangentWS.zw = input.texcoord.xy; output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; 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 input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif void frag( PackedVaryings input , out half4 outNormalWS : SV_Target0 #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif // @diogo: mikktspace compliant float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) ); float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float3 TangentWS = input.tangentWS.xyz * renormFactor; float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor; float3 NormalWS = input.normalWS * renormFactor; #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL ) float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS); BitangentWS = cross(NormalWS, -TangentWS); #endif float2 temp_cast_0 = (_Tiling).xx; float2 texCoord472 = input.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 ); float2 Tiling462 = texCoord472; float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale ); unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) ); float3 tex2DNode6 = unpack6; float CoverageTiling463 = _CovTiling; float2 temp_cast_1 = (CoverageTiling463).xx; float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS ); float3 triplanar432 = TriplanarSampling432( _CovBumpMap, sampler_CovBumpMap, PositionWS, NormalWS, 10.0, temp_cast_1, _CovBumpScale, 0 ); float3 tanTriplanarNormal432 = mul( ase_worldToTangent, triplanar432 ); float3 lerpResult515 = lerp( BlendNormal( tex2DNode6 , tanTriplanarNormal432 ) , tanTriplanarNormal432 , ( 1.0 - _NormalBlending )); float3 MainNormalMap454 = tex2DNode6; 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 tanNormal283 = MainNormalMap454; float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) ); float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord4.xyz.y , _CovOverlayMethod); float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) ); float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance); float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY)); float2 texCoord545 = input.ase_texcoord3.xy * appendResult550 + float2( 0,0 ); float2 MaskTiling551 = texCoord545; float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 ); float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast); float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) ); float3 lerpResult309 = lerp( tex2DNode6 , lerpResult515 , CoverageMask297); #ifdef _COVERAGEON_ON float3 staticSwitch308 = lerpResult309; #else float3 staticSwitch308 = tex2DNode6; #endif float3 Normal75 = staticSwitch308; float3 Normal = Normal75; float Alpha = 1; float AlphaClipThreshold = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = 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 = DeviceDepth; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(NormalWS); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = NormalWS; #endif outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_GEOMETRY #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #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 _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_GBUFFER #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #pragma shader_feature_local _COVERAGEON_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 float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #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 TEXTURE2D(_MainTex); SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_CovMainTex); SAMPLER(sampler_CovMainTex); TEXTURE2D(_BumpMap); TEXTURE2D(_CovMask); TEXTURE2D(_CovBumpMap); SAMPLER(sampler_CovBumpMap); TEXTURE2D(_MetallicGlossMap); TEXTURE2D(_CoverageMetallicSmoothness); SAMPLER(sampler_CoverageMetallicSmoothness); TEXTURE2D(_OcclusionMap); #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } inline float3 TriplanarSampling432( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z ); } inline float4 TriplanarSampling430( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); half4 xNorm; half4 yNorm; half4 zNorm; xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z; } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord6.xy = input.texcoord.xy; output.ase_texcoord7 = input.positionOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord6.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #else OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #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 input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1) output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; #endif #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2) output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; #endif #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif FragmentOutput 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 float2 temp_cast_0 = (_Tiling).xx; float2 texCoord472 = input.ase_texcoord6.xy * temp_cast_0 + float2( 0,0 ); float2 Tiling462 = texCoord472; float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 ); float4 temp_output_3_0 = ( _Color * tex2DNode2 ); float CoverageTiling463 = _CovTiling; float2 temp_cast_1 = (CoverageTiling463).xx; float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, NormalWS, 10.0, temp_cast_1, 1.0, 0 ); float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale ); unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) ); float3 tex2DNode6 = unpack6; float3 MainNormalMap454 = tex2DNode6; 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 tanNormal283 = MainNormalMap454; float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) ); float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord7.xyz.y , _CovOverlayMethod); float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) ); float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance); float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY)); float2 texCoord545 = input.ase_texcoord6.xy * appendResult550 + float2( 0,0 ); float2 MaskTiling551 = texCoord545; float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 ); float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast); float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) ); float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297); #ifdef _COVERAGEON_ON float4 staticSwitch304 = lerpResult302; #else float4 staticSwitch304 = temp_output_3_0; #endif float4 Albedo19 = staticSwitch304; float2 temp_cast_4 = (CoverageTiling463).xx; float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS ); float3 triplanar432 = TriplanarSampling432( _CovBumpMap, sampler_CovBumpMap, PositionWS, NormalWS, 10.0, temp_cast_4, _CovBumpScale, 0 ); float3 tanTriplanarNormal432 = mul( ase_worldToTangent, triplanar432 ); float3 lerpResult515 = lerp( BlendNormal( tex2DNode6 , tanTriplanarNormal432 ) , tanTriplanarNormal432 , ( 1.0 - _NormalBlending )); float3 lerpResult309 = lerp( tex2DNode6 , lerpResult515 , CoverageMask297); #ifdef _COVERAGEON_ON float3 staticSwitch308 = lerpResult309; #else float3 staticSwitch308 = tex2DNode6; #endif float3 Normal75 = staticSwitch308; float4 tex2DNode239 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_Linear_Repeat, Tiling462 ); float temp_output_241_0 = ( _Metallic * tex2DNode239.r ); float2 temp_cast_5 = (CoverageTiling463).xx; float4 triplanar430 = TriplanarSampling430( _CoverageMetallicSmoothness, sampler_CoverageMetallicSmoothness, PositionWS, NormalWS, 10.0, temp_cast_5, 1.0, 0 ); float lerpResult335 = lerp( temp_output_241_0 , ( _CovMetallic * triplanar430.x ) , CoverageMask297); #ifdef _COVERAGEON_ON float staticSwitch340 = lerpResult335; #else float staticSwitch340 = temp_output_241_0; #endif float Metallic262 = staticSwitch340; float AlbedoAlpha434 = tex2DNode2.a; float lerpResult441 = lerp( tex2DNode239.a , AlbedoAlpha434 , _SmoothnessTextureChannel); float temp_output_240_0 = ( lerpResult441 * _Glossiness ); float CoverageAlbedoAlpha369 = triplanar421.a; float lerpResult451 = lerp( triplanar430.a , CoverageAlbedoAlpha369 , _CovSmoothnessTextureChannel); float lerpResult333 = lerp( temp_output_240_0 , ( lerpResult451 * _CovGlossiness ) , CoverageMask297); #ifdef _COVERAGEON_ON float staticSwitch339 = lerpResult333; #else float staticSwitch339 = temp_output_240_0; #endif float Smoothness263 = staticSwitch339; float lerpResult410 = lerp( 1.0 , SAMPLE_TEXTURE2D( _OcclusionMap, sampler_Linear_Repeat, Tiling462 ).g , _OcclusionStrength); float Ambient_Occlusion415 = lerpResult410; float3 BaseColor = Albedo19.rgb; float3 Normal = Normal75; float3 Specular = 0.5; float Metallic = Metallic262; float Smoothness = Smoothness263; float Occlusion = Ambient_Occlusion415; float3 Emission = 0; float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = ClipPos.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 = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); 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); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #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 #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, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #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 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = input.positionCS.z; #endif #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif return half4( _ObjectId, _PassValue, 1.0, 1.0 ); } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #pragma multi_compile_fragment _ DEBUG_DISPLAY #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define ASE_USING_SAMPLING_MACROS 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #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 "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #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 _Color; float4 _CovColor; float _CovSmoothnessTextureChannel; float _Glossiness; float _SmoothnessTextureChannel; float _CovMetallic; float _Metallic; float _NormalBlending; float _CovBumpScale; float _MaskContrast; float _MaskTilingY; float _MaskTilingX; float _CovBalance; float _CovOffset; float _CovOverlayMethod; float _BumpScale; float _CovTiling; float _Tiling; float _CovGlossiness; float _OcclusionStrength; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float3 PositionWS = input.positionWS; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; surfaceDescription.Alpha = 1; surfaceDescription.AlphaClipThreshold = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = input.positionCS.z; #endif #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif return unity_SelectionID; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraphLitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19904 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;568;-2992,720;Inherit;False;532;163;;2;566;567;Sampler State;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;80;-5246.29,-134.5053;Inherit;False;2077.593;772.498;;2;6;570;Normal;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;298;-3118.266,-139.3249;Inherit;False;2076.209;781.7334;;2;507;572;Coverage Mask;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;41;-2788.599,-1251.465;Inherit;False;1918.847;1025.771;;3;2;421;573;Albedo;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;335;-3600,-1072;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;333;-3600,-896;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;364;-3472,-1088;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-3472,-912;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;408;-3933.847,1017.323;Inherit;False;Property;_OcclusionStrength;Occlusion;10;0;Create;False;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, 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