// Made with Amplify Shader Editor v1.9.9.4 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Distant Lands/Cozy/URP/Demo/Stylized Terrain First Pass" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _TerrainHolesTexture( "_TerrainHolesTexture", 2D ) = "white" {} [HideInInspector] _Control( "Control", 2D ) = "white" {} [HideInInspector] _Splat3( "Splat3", 2D ) = "white" {} [HideInInspector] _Splat2( "Splat2", 2D ) = "white" {} [HideInInspector] _Splat1( "Splat1", 2D ) = "white" {} [HideInInspector] _Splat0( "Splat0", 2D ) = "white" {} [HideInInspector] _Normal0( "Normal0", 2D ) = "white" {} [HideInInspector] _Normal1( "Normal1", 2D ) = "white" {} [HideInInspector] _Normal2( "Normal2", 2D ) = "white" {} [HideInInspector] _Normal3( "Normal3", 2D ) = "white" {} [HideInInspector] _Smoothness3( "Smoothness3", Range( 0, 1 ) ) = 1 [HideInInspector] _Smoothness1( "Smoothness1", Range( 0, 1 ) ) = 1 [HideInInspector] _Smoothness0( "Smoothness0", Range( 0, 1 ) ) = 1 [HideInInspector] _Smoothness2( "Smoothness2", Range( 0, 1 ) ) = 1 [HideInInspector][Gamma] _Metallic0( "Metallic0", Range( 0, 1 ) ) = 0 [HideInInspector][Gamma] _Metallic2( "Metallic2", Range( 0, 1 ) ) = 0 [HideInInspector][Gamma] _Metallic3( "Metallic3", Range( 0, 1 ) ) = 0 [HideInInspector][Gamma] _Metallic1( "Metallic1", Range( 0, 1 ) ) = 0 [Toggle( _TERRAIN_INSTANCED_PERPIXEL_NORMAL )] _EnablePerpixelNormals( "Enable Per-pixel Normals", Float ) = 0 [HideInInspector] _Mask2( "_Mask2", 2D ) = "white" {} [HideInInspector] _Mask0( "_Mask0", 2D ) = "white" {} [HideInInspector] _Mask1( "_Mask1", 2D ) = "white" {} [HideInInspector] _Mask3( "_Mask3", 2D ) = "white" {} _Splat3Scale( "Splat3Scale", Float ) = 0 _Splat0Scale( "Splat0Scale", Float ) = 0 _Splat1Scale( "Splat1Scale", Float ) = 0 _Splat2Scale( "Splat2Scale", Float ) = 0 [Normal] _RockNormals( "Rock Normals", 2D ) = "bump" {} _RockNormals1( "Rock Normals", 2D ) = "white" {} _RockThreshold( "Rock Threshold", Float ) = 0 _RockNormalScale( "Rock Normal Scale", Float ) = 0 _RockHeight( "Rock Height", Float ) = 0 _RockColor( "Rock Color", Color ) = ( 0, 0, 0, 0 ) [HideInInspector] _texcoord( "", 2D ) = "white" {} //_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 _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_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #pragma shader_feature_local _MASKMAP #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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); float4 CZY_SnowColor; TEXTURE2D(CZY_SnowTexture); SAMPLER(samplerCZY_SnowTexture); TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0); float _LayerHasMask0; float _LayerHasMask1; float _LayerHasMask2; float _LayerHasMask3; SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_Control); SAMPLER(sampler_Control); float4 _DiffuseRemapScale0; TEXTURE2D(_Splat1); SAMPLER(sampler_Splat1); float4 _DiffuseRemapScale1; TEXTURE2D(_Splat2); SAMPLER(sampler_Splat2); float4 _DiffuseRemapScale2; TEXTURE2D(_Splat3); SAMPLER(sampler_Splat3); float4 _DiffuseRemapScale3; TEXTURE2D(_TerrainHolesTexture); SAMPLER(sampler_TerrainHolesTexture); float CZY_SnowScale; float CZY_SnowAmount; TEXTURE2D(_RockNormals1); TEXTURE2D(_RockNormals); TEXTURE2D(_Normal0); TEXTURE2D(_Normal1); TEXTURE2D(_Normal2); TEXTURE2D(_Normal3); float CZY_PuddleScale; float CZY_WetnessAmount; float4 ASESafeNormalize(float4 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float2 voronoihash5_g112( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi5_g112( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; int i, j; for ( j = -1; j <= 1; j++ ) { for ( i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash5_g112( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d 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 uvCZY_SnowTexture = input.ase_texcoord6.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw; float4 appendResult535_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0)); float2 temp_cast_0 = (_Splat0Scale).xx; float2 texCoord687_g125 = input.ase_texcoord6.xy * temp_cast_0 + float2( 0,0 ); float2 SplatUV0689_g125 = texCoord687_g125; float4 tex2DNode572_g125 = SAMPLE_TEXTURE2D( _Splat0, sampler_Splat0, SplatUV0689_g125 ); float localComputeMasks683_g125 = ( 0.0 ); float4 masks0683_g125 = float4( 0,0,0,0 ); float4 masks1683_g125 = float4( 0,0,0,0 ); float4 masks2683_g125 = float4( 0,0,0,0 ); float4 masks3683_g125 = float4( 0,0,0,0 ); float4 appendResult625_g125 = (float4(_LayerHasMask0 , _LayerHasMask1 , _LayerHasMask2 , _LayerHasMask3)); float4 layerHasMask678_g125 = appendResult625_g125; float4 hasMask683_g125 = layerHasMask678_g125; float2 uvMask0683_g125 = SplatUV0689_g125; float2 temp_cast_2 = (_Splat1Scale).xx; float2 texCoord690_g125 = input.ase_texcoord6.xy * temp_cast_2 + float2( 0,0 ); float2 SplatUV1692_g125 = texCoord690_g125; float2 uvMask1683_g125 = SplatUV1692_g125; float2 temp_cast_3 = (_Splat2Scale).xx; float2 texCoord693_g125 = input.ase_texcoord6.xy * temp_cast_3 + float2( 0,0 ); float2 SplatUV2695_g125 = texCoord693_g125; float2 uvMask2683_g125 = SplatUV2695_g125; float2 temp_cast_4 = (_Splat3Scale).xx; float2 texCoord696_g125 = input.ase_texcoord6.xy * temp_cast_4 + float2( 0,0 ); float2 SplatUV3698_g125 = texCoord696_g125; float2 uvMask3683_g125 = SplatUV3698_g125; SamplerState sampler_Mask0683_g125 = sampler_Linear_Repeat; { masks0683_g125 = 0.5h; masks1683_g125 = 0.5h; masks2683_g125 = 0.5h; masks3683_g125 = 0.5h; #ifdef _MASKMAP masks0683_g125 = lerp(masks0683_g125, SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0683_g125, uvMask0683_g125), hasMask683_g125.x); masks1683_g125 = lerp(masks1683_g125, SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0683_g125, uvMask1683_g125), hasMask683_g125.y); masks2683_g125 = lerp(masks2683_g125, SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0683_g125, uvMask2683_g125), hasMask683_g125.z); masks3683_g125 = lerp(masks3683_g125, SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0683_g125, uvMask3683_g125), hasMask683_g125.w); #endif masks0683_g125 *= _MaskMapRemapScale0.rgba; masks0683_g125 += _MaskMapRemapOffset0.rgba; masks1683_g125 *= _MaskMapRemapScale1.rgba; masks1683_g125 += _MaskMapRemapOffset1.rgba; masks2683_g125 *= _MaskMapRemapScale2.rgba; masks2683_g125 += _MaskMapRemapOffset2.rgba; masks3683_g125 *= _MaskMapRemapScale3.rgba; masks3683_g125 += _MaskMapRemapOffset3.rgba; } float4 mask0633_g125 = masks0683_g125; float4 mask1626_g125 = masks1683_g125; float4 mask2627_g125 = masks2683_g125; float4 mask3624_g125 = masks3683_g125; float4 appendResult718_g125 = (float4((mask0633_g125).z , (mask1626_g125).z , (mask2627_g125).z , (mask3624_g125).z)); float4 maskHeight716_g125 = appendResult718_g125; float4 temp_output_803_0_g125 = ( maskHeight716_g125 + float4( 1,1,1,1 ) ); float2 uv_Control = input.ase_texcoord6.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; float localSplatClip486_g125 = ( SplatWeight552_g125 ); float SplatWeight486_g125 = SplatWeight552_g125; { #if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS) clip(SplatWeight486_g125 == 0.0f ? -1 : 1); #endif } float4 SplatControl553_g125 = ( tex2DNode598_g125 / ( localSplatClip486_g125 + 0.001 ) ); float4 break754_g125 = temp_output_803_0_g125; float4 break733_g125 = SplatControl553_g125; float4 temp_output_802_0_g125 = ( ( break754_g125.x * break733_g125.r ) >= ( break754_g125.y * break733_g125.g ) ? float4( 1,0,0,0 ) : float4( 0,1,0,0 ) ); float4 temp_output_806_0_g125 = ( ( break754_g125.z * break733_g125.b ) >= ( break754_g125.w * break733_g125.a ) ? float4( 0,0,1,0 ) : float4( 0,0,0,1 ) ); float4 normalizeResult814_g125 = ASESafeNormalize( ( length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_802_0_g125 ) ) >= length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_806_0_g125 ) ) ? temp_output_802_0_g125 : temp_output_806_0_g125 ) ); float4 HeightbasedSplat739_g125 = saturate( normalizeResult814_g125 ); float4 appendResult574_g125 = (float4(( (HeightbasedSplat739_g125).xxx * (_DiffuseRemapScale0).rgb ) , 1.0)); float4 tintLayer0526_g125 = appendResult574_g125; float4 appendResult540_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1)); float4 tex2DNode546_g125 = SAMPLE_TEXTURE2D( _Splat1, sampler_Splat1, SplatUV1692_g125 ); float4 appendResult591_g125 = (float4(( (HeightbasedSplat739_g125).yyy * (_DiffuseRemapScale1).rgb ) , 1.0)); float4 tintLayer1589_g125 = appendResult591_g125; float4 appendResult508_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2)); float4 tex2DNode509_g125 = SAMPLE_TEXTURE2D( _Splat2, sampler_Splat2, SplatUV2695_g125 ); float4 appendResult594_g125 = (float4(( (HeightbasedSplat739_g125).zzz * (_DiffuseRemapScale2).rgb ) , 1.0)); float4 tintLayer2592_g125 = appendResult594_g125; float4 appendResult520_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3)); float4 tex2DNode582_g125 = SAMPLE_TEXTURE2D( _Splat3, sampler_Splat3, SplatUV3698_g125 ); float4 appendResult542_g125 = (float4(( (HeightbasedSplat739_g125).www * (_DiffuseRemapScale3).rgb ) , 1.0)); float4 tintLayer3595_g125 = appendResult542_g125; float4 weightedBlendVar684_g125 = float4( 1, 1, 1, 1 ); float4 weightedBlend684_g125 = ( weightedBlendVar684_g125.x*( appendResult535_g125 * tex2DNode572_g125 * tintLayer0526_g125 ) + weightedBlendVar684_g125.y*( appendResult540_g125 * tex2DNode546_g125 * tintLayer1589_g125 ) + weightedBlendVar684_g125.z*( appendResult508_g125 * tex2DNode509_g125 * tintLayer2592_g125 ) + weightedBlendVar684_g125.w*( appendResult520_g125 * tex2DNode582_g125 * tintLayer3595_g125 ) ); float4 MixDiffuse491_g125 = weightedBlend684_g125; float4 temp_output_499_0_g125 = MixDiffuse491_g125; float2 uv_TerrainHolesTexture = input.ase_texcoord6.xy * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw; float holeClipValue586_g125 = SAMPLE_TEXTURE2D( _TerrainHolesTexture, sampler_TerrainHolesTexture, uv_TerrainHolesTexture ).r; clip( holeClipValue586_g125 - 0.5); float2 appendResult3_g112 = (float2(PositionWS.x , PositionWS.z)); float temp_output_6_0_g112 = ( 1.0 / CZY_SnowScale ); float simplePerlin2D7_g112 = snoise( appendResult3_g112*temp_output_6_0_g112 ); simplePerlin2D7_g112 = simplePerlin2D7_g112*0.5 + 0.5; float time5_g112 = 0.0; float2 voronoiSmoothId5_g112 = 0; float2 coords5_g112 = appendResult3_g112 * ( temp_output_6_0_g112 / 0.1 ); float2 id5_g112 = 0; float2 uv5_g112 = 0; float voroi5_g112 = voronoi5_g112( coords5_g112, time5_g112, id5_g112, uv5_g112, 0, voronoiSmoothId5_g112 ); float4 appendResult564_g125 = (float4(_Metallic0 , _Metallic1 , _Metallic2 , _Metallic3)); float dotResult571_g125 = dot( SplatControl553_g125 , appendResult564_g125 ); float4 lerpResult19_g112 = lerp( ( CZY_SnowColor * SAMPLE_TEXTURE2D( CZY_SnowTexture, samplerCZY_SnowTexture, uvCZY_SnowTexture ) ) , temp_output_499_0_g125 , ( ( pow( ( pow( NormalWS.y , 7.0 ) * ( simplePerlin2D7_g112 * ( 1.0 - voroi5_g112 ) ) ) , 0.5 ) * dotResult571_g125 ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 )); float2 uv_RockNormals1 = input.ase_texcoord6.xy * _RockNormals1_ST.xy + _RockNormals1_ST.zw; float temp_output_66_0 = ( ( ( 1.0 - NormalWS.y ) + ( SAMPLE_TEXTURE2D( _RockNormals1, sampler_Linear_Repeat, uv_RockNormals1 ).r * _RockHeight ) ) > _RockThreshold ? 0.0 : 1.0 ); float4 lerpResult67 = lerp( _RockColor , lerpResult19_g112 , temp_output_66_0); float2 uv_RockNormals = input.ase_texcoord6.xy * _RockNormals_ST.xy + _RockNormals_ST.zw; float3 unpack186 = UnpackNormalScale( SAMPLE_TEXTURE2D( _RockNormals, sampler_Linear_Repeat, uv_RockNormals ), _RockNormalScale ); unpack186.z = lerp( 1, unpack186.z, saturate(_RockNormalScale) ); float4 temp_output_579_0_g125 = HeightbasedSplat739_g125; float4 weightedBlendVar558_g125 = temp_output_579_0_g125; float4 weightedBlend558_g125 = ( weightedBlendVar558_g125.x*SAMPLE_TEXTURE2D( _Normal0, sampler_Linear_Repeat, SplatUV0689_g125 ) + weightedBlendVar558_g125.y*SAMPLE_TEXTURE2D( _Normal1, sampler_Linear_Repeat, SplatUV1692_g125 ) + weightedBlendVar558_g125.z*SAMPLE_TEXTURE2D( _Normal2, sampler_Linear_Repeat, SplatUV2695_g125 ) + weightedBlendVar558_g125.w*SAMPLE_TEXTURE2D( _Normal3, sampler_Linear_Repeat, SplatUV3698_g125 ) ); float3 unpack556_g125 = UnpackNormalScale( weightedBlend558_g125, 0.5 ); unpack556_g125.z = lerp( 1, unpack556_g125.z, saturate(0.5) ); float3 temp_output_570_0_g125 = unpack556_g125; #ifdef _TERRAIN_INSTANCED_PERPIXEL_NORMAL float3 staticSwitch605_g125 = temp_output_570_0_g125; #else float3 staticSwitch605_g125 = temp_output_570_0_g125; #endif float3 lerpResult187 = lerp( unpack186 , staticSwitch605_g125 , temp_output_66_0); float temp_output_5_0_g111 = ( 1.0 / CZY_PuddleScale ); float time1_g111 = 0.0; float2 voronoiSmoothId1_g111 = 0; float2 appendResult3_g111 = (float2(PositionWS.x , PositionWS.z)); float2 coords1_g111 = appendResult3_g111 * temp_output_5_0_g111; float2 id1_g111 = 0; float2 uv1_g111 = 0; float voroi1_g111 = voronoi1_g111( coords1_g111, time1_g111, id1_g111, uv1_g111, 0, voronoiSmoothId1_g111 ); float time8_g111 = 2.16; float2 voronoiSmoothId8_g111 = 0; float2 coords8_g111 = input.ase_texcoord6.xy * ( temp_output_5_0_g111 * 3.0 ); float2 id8_g111 = 0; float2 uv8_g111 = 0; float voroi8_g111 = voronoi8_g111( coords8_g111, time8_g111, id8_g111, uv8_g111, 0, voronoiSmoothId8_g111 ); float4 appendResult492_g125 = (float4(_Smoothness0 , _Smoothness1 , _Smoothness2 , _Smoothness3)); float4 appendResult487_g125 = (float4(tex2DNode572_g125.a , tex2DNode546_g125.a , tex2DNode509_g125.a , tex2DNode582_g125.a)); float4 defaultSmoothness480_g125 = ( appendResult492_g125 * appendResult487_g125 ); float4 appendResult615_g125 = (float4((mask0633_g125).w , (mask1626_g125).w , (mask2627_g125).w , (mask3624_g125).w)); float4 maskSmoothness675_g125 = appendResult615_g125; float4 lerpResult577_g125 = lerp( defaultSmoothness480_g125 , maskSmoothness675_g125 , layerHasMask678_g125); float dotResult500_g125 = dot( lerpResult577_g125 , SplatControl553_g125 ); float3 BaseColor = lerpResult67.rgb; float3 Normal = lerpResult187; float3 Specular = 0.5; float Metallic = 0; float Smoothness = ( ( NormalWS.y * 2.0 * ( (1.0 + ( voroi1_g111 - 0.0 ) * ( 0.0 - 1.0 ) / ( 0.4 - 0.0 ) ) + (0.1 + ( voroi8_g111 - 0.0 ) * ( -0.3 - 0.1 ) / ( 0.21 - 0.0 ) ) ) * (0.3 + ( CZY_WetnessAmount - 0.0 ) * ( 1.0 - 0.3 ) / ( 1.0 - 0.0 ) ) ) > ( 1.0 - ( CZY_WetnessAmount * dotResult500_g125 ) ) ? 1.0 : 0.0 ); float Occlusion = 1; float3 Emission = 0; float Alpha = SplatWeight552_g125; 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 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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 #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); TEXTURE2D(_Control); SAMPLER(sampler_Control); 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 ); output.ase_texcoord1.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord1.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; 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; 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 #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 ); float2 uv_Control = input.ase_texcoord1.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; float Alpha = SplatWeight552_g125; 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 0 AlphaToMask Off HLSLPROGRAM #define ASE_GEOMETRY #pragma multi_compile_local _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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 #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); TEXTURE2D(_Control); SAMPLER(sampler_Control); 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_texcoord1.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord1.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 ); 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 #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 ); float2 uv_Control = input.ase_texcoord1.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; float Alpha = SplatWeight552_g125; 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 "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 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma shader_feature_local _MASKMAP 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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); float4 CZY_SnowColor; TEXTURE2D(CZY_SnowTexture); SAMPLER(samplerCZY_SnowTexture); TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0); float _LayerHasMask0; float _LayerHasMask1; float _LayerHasMask2; float _LayerHasMask3; SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_Control); SAMPLER(sampler_Control); float4 _DiffuseRemapScale0; TEXTURE2D(_Splat1); SAMPLER(sampler_Splat1); float4 _DiffuseRemapScale1; TEXTURE2D(_Splat2); SAMPLER(sampler_Splat2); float4 _DiffuseRemapScale2; TEXTURE2D(_Splat3); SAMPLER(sampler_Splat3); float4 _DiffuseRemapScale3; TEXTURE2D(_TerrainHolesTexture); SAMPLER(sampler_TerrainHolesTexture); float CZY_SnowScale; float CZY_SnowAmount; TEXTURE2D(_RockNormals1); float4 ASESafeNormalize(float4 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float2 voronoihash5_g112( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi5_g112( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; int i, j; for ( j = -1; j <= 1; j++ ) { for ( i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash5_g112( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d 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 uvCZY_SnowTexture = input.ase_texcoord1.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw; float4 appendResult535_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0)); float2 temp_cast_0 = (_Splat0Scale).xx; float2 texCoord687_g125 = input.ase_texcoord1.xy * temp_cast_0 + float2( 0,0 ); float2 SplatUV0689_g125 = texCoord687_g125; float4 tex2DNode572_g125 = SAMPLE_TEXTURE2D( _Splat0, sampler_Splat0, SplatUV0689_g125 ); float localComputeMasks683_g125 = ( 0.0 ); float4 masks0683_g125 = float4( 0,0,0,0 ); float4 masks1683_g125 = float4( 0,0,0,0 ); float4 masks2683_g125 = float4( 0,0,0,0 ); float4 masks3683_g125 = float4( 0,0,0,0 ); float4 appendResult625_g125 = (float4(_LayerHasMask0 , _LayerHasMask1 , _LayerHasMask2 , _LayerHasMask3)); float4 layerHasMask678_g125 = appendResult625_g125; float4 hasMask683_g125 = layerHasMask678_g125; float2 uvMask0683_g125 = SplatUV0689_g125; float2 temp_cast_2 = (_Splat1Scale).xx; float2 texCoord690_g125 = input.ase_texcoord1.xy * temp_cast_2 + float2( 0,0 ); float2 SplatUV1692_g125 = texCoord690_g125; float2 uvMask1683_g125 = SplatUV1692_g125; float2 temp_cast_3 = (_Splat2Scale).xx; float2 texCoord693_g125 = input.ase_texcoord1.xy * temp_cast_3 + float2( 0,0 ); float2 SplatUV2695_g125 = texCoord693_g125; float2 uvMask2683_g125 = SplatUV2695_g125; float2 temp_cast_4 = (_Splat3Scale).xx; float2 texCoord696_g125 = input.ase_texcoord1.xy * temp_cast_4 + float2( 0,0 ); float2 SplatUV3698_g125 = texCoord696_g125; float2 uvMask3683_g125 = SplatUV3698_g125; SamplerState sampler_Mask0683_g125 = sampler_Linear_Repeat; { masks0683_g125 = 0.5h; masks1683_g125 = 0.5h; masks2683_g125 = 0.5h; masks3683_g125 = 0.5h; #ifdef _MASKMAP masks0683_g125 = lerp(masks0683_g125, SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0683_g125, uvMask0683_g125), hasMask683_g125.x); masks1683_g125 = lerp(masks1683_g125, SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0683_g125, uvMask1683_g125), hasMask683_g125.y); masks2683_g125 = lerp(masks2683_g125, SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0683_g125, uvMask2683_g125), hasMask683_g125.z); masks3683_g125 = lerp(masks3683_g125, SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0683_g125, uvMask3683_g125), hasMask683_g125.w); #endif masks0683_g125 *= _MaskMapRemapScale0.rgba; masks0683_g125 += _MaskMapRemapOffset0.rgba; masks1683_g125 *= _MaskMapRemapScale1.rgba; masks1683_g125 += _MaskMapRemapOffset1.rgba; masks2683_g125 *= _MaskMapRemapScale2.rgba; masks2683_g125 += _MaskMapRemapOffset2.rgba; masks3683_g125 *= _MaskMapRemapScale3.rgba; masks3683_g125 += _MaskMapRemapOffset3.rgba; } float4 mask0633_g125 = masks0683_g125; float4 mask1626_g125 = masks1683_g125; float4 mask2627_g125 = masks2683_g125; float4 mask3624_g125 = masks3683_g125; float4 appendResult718_g125 = (float4((mask0633_g125).z , (mask1626_g125).z , (mask2627_g125).z , (mask3624_g125).z)); float4 maskHeight716_g125 = appendResult718_g125; float4 temp_output_803_0_g125 = ( maskHeight716_g125 + float4( 1,1,1,1 ) ); float2 uv_Control = input.ase_texcoord1.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; float localSplatClip486_g125 = ( SplatWeight552_g125 ); float SplatWeight486_g125 = SplatWeight552_g125; { #if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS) clip(SplatWeight486_g125 == 0.0f ? -1 : 1); #endif } float4 SplatControl553_g125 = ( tex2DNode598_g125 / ( localSplatClip486_g125 + 0.001 ) ); float4 break754_g125 = temp_output_803_0_g125; float4 break733_g125 = SplatControl553_g125; float4 temp_output_802_0_g125 = ( ( break754_g125.x * break733_g125.r ) >= ( break754_g125.y * break733_g125.g ) ? float4( 1,0,0,0 ) : float4( 0,1,0,0 ) ); float4 temp_output_806_0_g125 = ( ( break754_g125.z * break733_g125.b ) >= ( break754_g125.w * break733_g125.a ) ? float4( 0,0,1,0 ) : float4( 0,0,0,1 ) ); float4 normalizeResult814_g125 = ASESafeNormalize( ( length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_802_0_g125 ) ) >= length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_806_0_g125 ) ) ? temp_output_802_0_g125 : temp_output_806_0_g125 ) ); float4 HeightbasedSplat739_g125 = saturate( normalizeResult814_g125 ); float4 appendResult574_g125 = (float4(( (HeightbasedSplat739_g125).xxx * (_DiffuseRemapScale0).rgb ) , 1.0)); float4 tintLayer0526_g125 = appendResult574_g125; float4 appendResult540_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1)); float4 tex2DNode546_g125 = SAMPLE_TEXTURE2D( _Splat1, sampler_Splat1, SplatUV1692_g125 ); float4 appendResult591_g125 = (float4(( (HeightbasedSplat739_g125).yyy * (_DiffuseRemapScale1).rgb ) , 1.0)); float4 tintLayer1589_g125 = appendResult591_g125; float4 appendResult508_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2)); float4 tex2DNode509_g125 = SAMPLE_TEXTURE2D( _Splat2, sampler_Splat2, SplatUV2695_g125 ); float4 appendResult594_g125 = (float4(( (HeightbasedSplat739_g125).zzz * (_DiffuseRemapScale2).rgb ) , 1.0)); float4 tintLayer2592_g125 = appendResult594_g125; float4 appendResult520_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3)); float4 tex2DNode582_g125 = SAMPLE_TEXTURE2D( _Splat3, sampler_Splat3, SplatUV3698_g125 ); float4 appendResult542_g125 = (float4(( (HeightbasedSplat739_g125).www * (_DiffuseRemapScale3).rgb ) , 1.0)); float4 tintLayer3595_g125 = appendResult542_g125; float4 weightedBlendVar684_g125 = float4( 1, 1, 1, 1 ); float4 weightedBlend684_g125 = ( weightedBlendVar684_g125.x*( appendResult535_g125 * tex2DNode572_g125 * tintLayer0526_g125 ) + weightedBlendVar684_g125.y*( appendResult540_g125 * tex2DNode546_g125 * tintLayer1589_g125 ) + weightedBlendVar684_g125.z*( appendResult508_g125 * tex2DNode509_g125 * tintLayer2592_g125 ) + weightedBlendVar684_g125.w*( appendResult520_g125 * tex2DNode582_g125 * tintLayer3595_g125 ) ); float4 MixDiffuse491_g125 = weightedBlend684_g125; float4 temp_output_499_0_g125 = MixDiffuse491_g125; float2 uv_TerrainHolesTexture = input.ase_texcoord1.xy * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw; float holeClipValue586_g125 = SAMPLE_TEXTURE2D( _TerrainHolesTexture, sampler_TerrainHolesTexture, uv_TerrainHolesTexture ).r; clip( holeClipValue586_g125 - 0.5); float3 ase_normalWS = input.ase_texcoord2.xyz; float2 appendResult3_g112 = (float2(PositionWS.x , PositionWS.z)); float temp_output_6_0_g112 = ( 1.0 / CZY_SnowScale ); float simplePerlin2D7_g112 = snoise( appendResult3_g112*temp_output_6_0_g112 ); simplePerlin2D7_g112 = simplePerlin2D7_g112*0.5 + 0.5; float time5_g112 = 0.0; float2 voronoiSmoothId5_g112 = 0; float2 coords5_g112 = appendResult3_g112 * ( temp_output_6_0_g112 / 0.1 ); float2 id5_g112 = 0; float2 uv5_g112 = 0; float voroi5_g112 = voronoi5_g112( coords5_g112, time5_g112, id5_g112, uv5_g112, 0, voronoiSmoothId5_g112 ); float4 appendResult564_g125 = (float4(_Metallic0 , _Metallic1 , _Metallic2 , _Metallic3)); float dotResult571_g125 = dot( SplatControl553_g125 , appendResult564_g125 ); float4 lerpResult19_g112 = lerp( ( CZY_SnowColor * SAMPLE_TEXTURE2D( CZY_SnowTexture, samplerCZY_SnowTexture, uvCZY_SnowTexture ) ) , temp_output_499_0_g125 , ( ( pow( ( pow( ase_normalWS.y , 7.0 ) * ( simplePerlin2D7_g112 * ( 1.0 - voroi5_g112 ) ) ) , 0.5 ) * dotResult571_g125 ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 )); float2 uv_RockNormals1 = input.ase_texcoord1.xy * _RockNormals1_ST.xy + _RockNormals1_ST.zw; float temp_output_66_0 = ( ( ( 1.0 - ase_normalWS.y ) + ( SAMPLE_TEXTURE2D( _RockNormals1, sampler_Linear_Repeat, uv_RockNormals1 ).r * _RockHeight ) ) > _RockThreshold ? 0.0 : 1.0 ); float4 lerpResult67 = lerp( _RockColor , lerpResult19_g112 , temp_output_66_0); float3 BaseColor = lerpResult67.rgb; float Alpha = SplatWeight552_g125; 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 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #pragma shader_feature_local _MASKMAP #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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); TEXTURE2D(_RockNormals); SAMPLER(sampler_Linear_Repeat); float _LayerHasMask0; float _LayerHasMask1; float _LayerHasMask2; float _LayerHasMask3; TEXTURE2D(_Control); SAMPLER(sampler_Control); TEXTURE2D(_Normal0); TEXTURE2D(_Normal1); TEXTURE2D(_Normal2); TEXTURE2D(_Normal3); TEXTURE2D(_RockNormals1); float4 ASESafeNormalize(float4 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord3.xy = input.texcoord.xy; //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 uv_RockNormals = input.ase_texcoord3.xy * _RockNormals_ST.xy + _RockNormals_ST.zw; float3 unpack186 = UnpackNormalScale( SAMPLE_TEXTURE2D( _RockNormals, sampler_Linear_Repeat, uv_RockNormals ), _RockNormalScale ); unpack186.z = lerp( 1, unpack186.z, saturate(_RockNormalScale) ); float localComputeMasks683_g125 = ( 0.0 ); float4 masks0683_g125 = float4( 0,0,0,0 ); float4 masks1683_g125 = float4( 0,0,0,0 ); float4 masks2683_g125 = float4( 0,0,0,0 ); float4 masks3683_g125 = float4( 0,0,0,0 ); float4 appendResult625_g125 = (float4(_LayerHasMask0 , _LayerHasMask1 , _LayerHasMask2 , _LayerHasMask3)); float4 layerHasMask678_g125 = appendResult625_g125; float4 hasMask683_g125 = layerHasMask678_g125; float2 temp_cast_0 = (_Splat0Scale).xx; float2 texCoord687_g125 = input.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 ); float2 SplatUV0689_g125 = texCoord687_g125; float2 uvMask0683_g125 = SplatUV0689_g125; float2 temp_cast_1 = (_Splat1Scale).xx; float2 texCoord690_g125 = input.ase_texcoord3.xy * temp_cast_1 + float2( 0,0 ); float2 SplatUV1692_g125 = texCoord690_g125; float2 uvMask1683_g125 = SplatUV1692_g125; float2 temp_cast_2 = (_Splat2Scale).xx; float2 texCoord693_g125 = input.ase_texcoord3.xy * temp_cast_2 + float2( 0,0 ); float2 SplatUV2695_g125 = texCoord693_g125; float2 uvMask2683_g125 = SplatUV2695_g125; float2 temp_cast_3 = (_Splat3Scale).xx; float2 texCoord696_g125 = input.ase_texcoord3.xy * temp_cast_3 + float2( 0,0 ); float2 SplatUV3698_g125 = texCoord696_g125; float2 uvMask3683_g125 = SplatUV3698_g125; SamplerState sampler_Mask0683_g125 = sampler_Linear_Repeat; { masks0683_g125 = 0.5h; masks1683_g125 = 0.5h; masks2683_g125 = 0.5h; masks3683_g125 = 0.5h; #ifdef _MASKMAP masks0683_g125 = lerp(masks0683_g125, SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0683_g125, uvMask0683_g125), hasMask683_g125.x); masks1683_g125 = lerp(masks1683_g125, SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0683_g125, uvMask1683_g125), hasMask683_g125.y); masks2683_g125 = lerp(masks2683_g125, SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0683_g125, uvMask2683_g125), hasMask683_g125.z); masks3683_g125 = lerp(masks3683_g125, SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0683_g125, uvMask3683_g125), hasMask683_g125.w); #endif masks0683_g125 *= _MaskMapRemapScale0.rgba; masks0683_g125 += _MaskMapRemapOffset0.rgba; masks1683_g125 *= _MaskMapRemapScale1.rgba; masks1683_g125 += _MaskMapRemapOffset1.rgba; masks2683_g125 *= _MaskMapRemapScale2.rgba; masks2683_g125 += _MaskMapRemapOffset2.rgba; masks3683_g125 *= _MaskMapRemapScale3.rgba; masks3683_g125 += _MaskMapRemapOffset3.rgba; } float4 mask0633_g125 = masks0683_g125; float4 mask1626_g125 = masks1683_g125; float4 mask2627_g125 = masks2683_g125; float4 mask3624_g125 = masks3683_g125; float4 appendResult718_g125 = (float4((mask0633_g125).z , (mask1626_g125).z , (mask2627_g125).z , (mask3624_g125).z)); float4 maskHeight716_g125 = appendResult718_g125; float4 temp_output_803_0_g125 = ( maskHeight716_g125 + float4( 1,1,1,1 ) ); float2 uv_Control = input.ase_texcoord3.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; float localSplatClip486_g125 = ( SplatWeight552_g125 ); float SplatWeight486_g125 = SplatWeight552_g125; { #if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS) clip(SplatWeight486_g125 == 0.0f ? -1 : 1); #endif } float4 SplatControl553_g125 = ( tex2DNode598_g125 / ( localSplatClip486_g125 + 0.001 ) ); float4 break754_g125 = temp_output_803_0_g125; float4 break733_g125 = SplatControl553_g125; float4 temp_output_802_0_g125 = ( ( break754_g125.x * break733_g125.r ) >= ( break754_g125.y * break733_g125.g ) ? float4( 1,0,0,0 ) : float4( 0,1,0,0 ) ); float4 temp_output_806_0_g125 = ( ( break754_g125.z * break733_g125.b ) >= ( break754_g125.w * break733_g125.a ) ? float4( 0,0,1,0 ) : float4( 0,0,0,1 ) ); float4 normalizeResult814_g125 = ASESafeNormalize( ( length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_802_0_g125 ) ) >= length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_806_0_g125 ) ) ? temp_output_802_0_g125 : temp_output_806_0_g125 ) ); float4 HeightbasedSplat739_g125 = saturate( normalizeResult814_g125 ); float4 temp_output_579_0_g125 = HeightbasedSplat739_g125; float4 weightedBlendVar558_g125 = temp_output_579_0_g125; float4 weightedBlend558_g125 = ( weightedBlendVar558_g125.x*SAMPLE_TEXTURE2D( _Normal0, sampler_Linear_Repeat, SplatUV0689_g125 ) + weightedBlendVar558_g125.y*SAMPLE_TEXTURE2D( _Normal1, sampler_Linear_Repeat, SplatUV1692_g125 ) + weightedBlendVar558_g125.z*SAMPLE_TEXTURE2D( _Normal2, sampler_Linear_Repeat, SplatUV2695_g125 ) + weightedBlendVar558_g125.w*SAMPLE_TEXTURE2D( _Normal3, sampler_Linear_Repeat, SplatUV3698_g125 ) ); float3 unpack556_g125 = UnpackNormalScale( weightedBlend558_g125, 0.5 ); unpack556_g125.z = lerp( 1, unpack556_g125.z, saturate(0.5) ); float3 temp_output_570_0_g125 = unpack556_g125; #ifdef _TERRAIN_INSTANCED_PERPIXEL_NORMAL float3 staticSwitch605_g125 = temp_output_570_0_g125; #else float3 staticSwitch605_g125 = temp_output_570_0_g125; #endif float2 uv_RockNormals1 = input.ase_texcoord3.xy * _RockNormals1_ST.xy + _RockNormals1_ST.zw; float temp_output_66_0 = ( ( ( 1.0 - NormalWS.y ) + ( SAMPLE_TEXTURE2D( _RockNormals1, sampler_Linear_Repeat, uv_RockNormals1 ).r * _RockHeight ) ) > _RockThreshold ? 0.0 : 1.0 ); float3 lerpResult187 = lerp( unpack186 , staticSwitch605_g125 , temp_output_66_0); float3 Normal = lerpResult187; float Alpha = SplatWeight552_g125; 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 _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #pragma shader_feature_local _MASKMAP #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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); float4 CZY_SnowColor; TEXTURE2D(CZY_SnowTexture); SAMPLER(samplerCZY_SnowTexture); TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0); float _LayerHasMask0; float _LayerHasMask1; float _LayerHasMask2; float _LayerHasMask3; SAMPLER(sampler_Linear_Repeat); TEXTURE2D(_Control); SAMPLER(sampler_Control); float4 _DiffuseRemapScale0; TEXTURE2D(_Splat1); SAMPLER(sampler_Splat1); float4 _DiffuseRemapScale1; TEXTURE2D(_Splat2); SAMPLER(sampler_Splat2); float4 _DiffuseRemapScale2; TEXTURE2D(_Splat3); SAMPLER(sampler_Splat3); float4 _DiffuseRemapScale3; TEXTURE2D(_TerrainHolesTexture); SAMPLER(sampler_TerrainHolesTexture); float CZY_SnowScale; float CZY_SnowAmount; TEXTURE2D(_RockNormals1); TEXTURE2D(_RockNormals); TEXTURE2D(_Normal0); TEXTURE2D(_Normal1); TEXTURE2D(_Normal2); TEXTURE2D(_Normal3); float CZY_PuddleScale; float CZY_WetnessAmount; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" float4 ASESafeNormalize(float4 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float2 voronoihash5_g112( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi5_g112( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; int i, j; for ( j = -1; j <= 1; j++ ) { for ( i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash5_g112( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d 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 uvCZY_SnowTexture = input.ase_texcoord6.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw; float4 appendResult535_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0)); float2 temp_cast_0 = (_Splat0Scale).xx; float2 texCoord687_g125 = input.ase_texcoord6.xy * temp_cast_0 + float2( 0,0 ); float2 SplatUV0689_g125 = texCoord687_g125; float4 tex2DNode572_g125 = SAMPLE_TEXTURE2D( _Splat0, sampler_Splat0, SplatUV0689_g125 ); float localComputeMasks683_g125 = ( 0.0 ); float4 masks0683_g125 = float4( 0,0,0,0 ); float4 masks1683_g125 = float4( 0,0,0,0 ); float4 masks2683_g125 = float4( 0,0,0,0 ); float4 masks3683_g125 = float4( 0,0,0,0 ); float4 appendResult625_g125 = (float4(_LayerHasMask0 , _LayerHasMask1 , _LayerHasMask2 , _LayerHasMask3)); float4 layerHasMask678_g125 = appendResult625_g125; float4 hasMask683_g125 = layerHasMask678_g125; float2 uvMask0683_g125 = SplatUV0689_g125; float2 temp_cast_2 = (_Splat1Scale).xx; float2 texCoord690_g125 = input.ase_texcoord6.xy * temp_cast_2 + float2( 0,0 ); float2 SplatUV1692_g125 = texCoord690_g125; float2 uvMask1683_g125 = SplatUV1692_g125; float2 temp_cast_3 = (_Splat2Scale).xx; float2 texCoord693_g125 = input.ase_texcoord6.xy * temp_cast_3 + float2( 0,0 ); float2 SplatUV2695_g125 = texCoord693_g125; float2 uvMask2683_g125 = SplatUV2695_g125; float2 temp_cast_4 = (_Splat3Scale).xx; float2 texCoord696_g125 = input.ase_texcoord6.xy * temp_cast_4 + float2( 0,0 ); float2 SplatUV3698_g125 = texCoord696_g125; float2 uvMask3683_g125 = SplatUV3698_g125; SamplerState sampler_Mask0683_g125 = sampler_Linear_Repeat; { masks0683_g125 = 0.5h; masks1683_g125 = 0.5h; masks2683_g125 = 0.5h; masks3683_g125 = 0.5h; #ifdef _MASKMAP masks0683_g125 = lerp(masks0683_g125, SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0683_g125, uvMask0683_g125), hasMask683_g125.x); masks1683_g125 = lerp(masks1683_g125, SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0683_g125, uvMask1683_g125), hasMask683_g125.y); masks2683_g125 = lerp(masks2683_g125, SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0683_g125, uvMask2683_g125), hasMask683_g125.z); masks3683_g125 = lerp(masks3683_g125, SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0683_g125, uvMask3683_g125), hasMask683_g125.w); #endif masks0683_g125 *= _MaskMapRemapScale0.rgba; masks0683_g125 += _MaskMapRemapOffset0.rgba; masks1683_g125 *= _MaskMapRemapScale1.rgba; masks1683_g125 += _MaskMapRemapOffset1.rgba; masks2683_g125 *= _MaskMapRemapScale2.rgba; masks2683_g125 += _MaskMapRemapOffset2.rgba; masks3683_g125 *= _MaskMapRemapScale3.rgba; masks3683_g125 += _MaskMapRemapOffset3.rgba; } float4 mask0633_g125 = masks0683_g125; float4 mask1626_g125 = masks1683_g125; float4 mask2627_g125 = masks2683_g125; float4 mask3624_g125 = masks3683_g125; float4 appendResult718_g125 = (float4((mask0633_g125).z , (mask1626_g125).z , (mask2627_g125).z , (mask3624_g125).z)); float4 maskHeight716_g125 = appendResult718_g125; float4 temp_output_803_0_g125 = ( maskHeight716_g125 + float4( 1,1,1,1 ) ); float2 uv_Control = input.ase_texcoord6.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; float localSplatClip486_g125 = ( SplatWeight552_g125 ); float SplatWeight486_g125 = SplatWeight552_g125; { #if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS) clip(SplatWeight486_g125 == 0.0f ? -1 : 1); #endif } float4 SplatControl553_g125 = ( tex2DNode598_g125 / ( localSplatClip486_g125 + 0.001 ) ); float4 break754_g125 = temp_output_803_0_g125; float4 break733_g125 = SplatControl553_g125; float4 temp_output_802_0_g125 = ( ( break754_g125.x * break733_g125.r ) >= ( break754_g125.y * break733_g125.g ) ? float4( 1,0,0,0 ) : float4( 0,1,0,0 ) ); float4 temp_output_806_0_g125 = ( ( break754_g125.z * break733_g125.b ) >= ( break754_g125.w * break733_g125.a ) ? float4( 0,0,1,0 ) : float4( 0,0,0,1 ) ); float4 normalizeResult814_g125 = ASESafeNormalize( ( length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_802_0_g125 ) ) >= length( ( temp_output_803_0_g125 * SplatControl553_g125 * temp_output_806_0_g125 ) ) ? temp_output_802_0_g125 : temp_output_806_0_g125 ) ); float4 HeightbasedSplat739_g125 = saturate( normalizeResult814_g125 ); float4 appendResult574_g125 = (float4(( (HeightbasedSplat739_g125).xxx * (_DiffuseRemapScale0).rgb ) , 1.0)); float4 tintLayer0526_g125 = appendResult574_g125; float4 appendResult540_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1)); float4 tex2DNode546_g125 = SAMPLE_TEXTURE2D( _Splat1, sampler_Splat1, SplatUV1692_g125 ); float4 appendResult591_g125 = (float4(( (HeightbasedSplat739_g125).yyy * (_DiffuseRemapScale1).rgb ) , 1.0)); float4 tintLayer1589_g125 = appendResult591_g125; float4 appendResult508_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2)); float4 tex2DNode509_g125 = SAMPLE_TEXTURE2D( _Splat2, sampler_Splat2, SplatUV2695_g125 ); float4 appendResult594_g125 = (float4(( (HeightbasedSplat739_g125).zzz * (_DiffuseRemapScale2).rgb ) , 1.0)); float4 tintLayer2592_g125 = appendResult594_g125; float4 appendResult520_g125 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3)); float4 tex2DNode582_g125 = SAMPLE_TEXTURE2D( _Splat3, sampler_Splat3, SplatUV3698_g125 ); float4 appendResult542_g125 = (float4(( (HeightbasedSplat739_g125).www * (_DiffuseRemapScale3).rgb ) , 1.0)); float4 tintLayer3595_g125 = appendResult542_g125; float4 weightedBlendVar684_g125 = float4( 1, 1, 1, 1 ); float4 weightedBlend684_g125 = ( weightedBlendVar684_g125.x*( appendResult535_g125 * tex2DNode572_g125 * tintLayer0526_g125 ) + weightedBlendVar684_g125.y*( appendResult540_g125 * tex2DNode546_g125 * tintLayer1589_g125 ) + weightedBlendVar684_g125.z*( appendResult508_g125 * tex2DNode509_g125 * tintLayer2592_g125 ) + weightedBlendVar684_g125.w*( appendResult520_g125 * tex2DNode582_g125 * tintLayer3595_g125 ) ); float4 MixDiffuse491_g125 = weightedBlend684_g125; float4 temp_output_499_0_g125 = MixDiffuse491_g125; float2 uv_TerrainHolesTexture = input.ase_texcoord6.xy * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw; float holeClipValue586_g125 = SAMPLE_TEXTURE2D( _TerrainHolesTexture, sampler_TerrainHolesTexture, uv_TerrainHolesTexture ).r; clip( holeClipValue586_g125 - 0.5); float2 appendResult3_g112 = (float2(PositionWS.x , PositionWS.z)); float temp_output_6_0_g112 = ( 1.0 / CZY_SnowScale ); float simplePerlin2D7_g112 = snoise( appendResult3_g112*temp_output_6_0_g112 ); simplePerlin2D7_g112 = simplePerlin2D7_g112*0.5 + 0.5; float time5_g112 = 0.0; float2 voronoiSmoothId5_g112 = 0; float2 coords5_g112 = appendResult3_g112 * ( temp_output_6_0_g112 / 0.1 ); float2 id5_g112 = 0; float2 uv5_g112 = 0; float voroi5_g112 = voronoi5_g112( coords5_g112, time5_g112, id5_g112, uv5_g112, 0, voronoiSmoothId5_g112 ); float4 appendResult564_g125 = (float4(_Metallic0 , _Metallic1 , _Metallic2 , _Metallic3)); float dotResult571_g125 = dot( SplatControl553_g125 , appendResult564_g125 ); float4 lerpResult19_g112 = lerp( ( CZY_SnowColor * SAMPLE_TEXTURE2D( CZY_SnowTexture, samplerCZY_SnowTexture, uvCZY_SnowTexture ) ) , temp_output_499_0_g125 , ( ( pow( ( pow( NormalWS.y , 7.0 ) * ( simplePerlin2D7_g112 * ( 1.0 - voroi5_g112 ) ) ) , 0.5 ) * dotResult571_g125 ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 )); float2 uv_RockNormals1 = input.ase_texcoord6.xy * _RockNormals1_ST.xy + _RockNormals1_ST.zw; float temp_output_66_0 = ( ( ( 1.0 - NormalWS.y ) + ( SAMPLE_TEXTURE2D( _RockNormals1, sampler_Linear_Repeat, uv_RockNormals1 ).r * _RockHeight ) ) > _RockThreshold ? 0.0 : 1.0 ); float4 lerpResult67 = lerp( _RockColor , lerpResult19_g112 , temp_output_66_0); float2 uv_RockNormals = input.ase_texcoord6.xy * _RockNormals_ST.xy + _RockNormals_ST.zw; float3 unpack186 = UnpackNormalScale( SAMPLE_TEXTURE2D( _RockNormals, sampler_Linear_Repeat, uv_RockNormals ), _RockNormalScale ); unpack186.z = lerp( 1, unpack186.z, saturate(_RockNormalScale) ); float4 temp_output_579_0_g125 = HeightbasedSplat739_g125; float4 weightedBlendVar558_g125 = temp_output_579_0_g125; float4 weightedBlend558_g125 = ( weightedBlendVar558_g125.x*SAMPLE_TEXTURE2D( _Normal0, sampler_Linear_Repeat, SplatUV0689_g125 ) + weightedBlendVar558_g125.y*SAMPLE_TEXTURE2D( _Normal1, sampler_Linear_Repeat, SplatUV1692_g125 ) + weightedBlendVar558_g125.z*SAMPLE_TEXTURE2D( _Normal2, sampler_Linear_Repeat, SplatUV2695_g125 ) + weightedBlendVar558_g125.w*SAMPLE_TEXTURE2D( _Normal3, sampler_Linear_Repeat, SplatUV3698_g125 ) ); float3 unpack556_g125 = UnpackNormalScale( weightedBlend558_g125, 0.5 ); unpack556_g125.z = lerp( 1, unpack556_g125.z, saturate(0.5) ); float3 temp_output_570_0_g125 = unpack556_g125; #ifdef _TERRAIN_INSTANCED_PERPIXEL_NORMAL float3 staticSwitch605_g125 = temp_output_570_0_g125; #else float3 staticSwitch605_g125 = temp_output_570_0_g125; #endif float3 lerpResult187 = lerp( unpack186 , staticSwitch605_g125 , temp_output_66_0); float temp_output_5_0_g111 = ( 1.0 / CZY_PuddleScale ); float time1_g111 = 0.0; float2 voronoiSmoothId1_g111 = 0; float2 appendResult3_g111 = (float2(PositionWS.x , PositionWS.z)); float2 coords1_g111 = appendResult3_g111 * temp_output_5_0_g111; float2 id1_g111 = 0; float2 uv1_g111 = 0; float voroi1_g111 = voronoi1_g111( coords1_g111, time1_g111, id1_g111, uv1_g111, 0, voronoiSmoothId1_g111 ); float time8_g111 = 2.16; float2 voronoiSmoothId8_g111 = 0; float2 coords8_g111 = input.ase_texcoord6.xy * ( temp_output_5_0_g111 * 3.0 ); float2 id8_g111 = 0; float2 uv8_g111 = 0; float voroi8_g111 = voronoi8_g111( coords8_g111, time8_g111, id8_g111, uv8_g111, 0, voronoiSmoothId8_g111 ); float4 appendResult492_g125 = (float4(_Smoothness0 , _Smoothness1 , _Smoothness2 , _Smoothness3)); float4 appendResult487_g125 = (float4(tex2DNode572_g125.a , tex2DNode546_g125.a , tex2DNode509_g125.a , tex2DNode582_g125.a)); float4 defaultSmoothness480_g125 = ( appendResult492_g125 * appendResult487_g125 ); float4 appendResult615_g125 = (float4((mask0633_g125).w , (mask1626_g125).w , (mask2627_g125).w , (mask3624_g125).w)); float4 maskSmoothness675_g125 = appendResult615_g125; float4 lerpResult577_g125 = lerp( defaultSmoothness480_g125 , maskSmoothness675_g125 , layerHasMask678_g125); float dotResult500_g125 = dot( lerpResult577_g125 , SplatControl553_g125 ); float3 BaseColor = lerpResult67.rgb; float3 Normal = lerpResult187; float3 Specular = 0.5; float Metallic = 0; float Smoothness = ( ( NormalWS.y * 2.0 * ( (1.0 + ( voroi1_g111 - 0.0 ) * ( 0.0 - 1.0 ) / ( 0.4 - 0.0 ) ) + (0.1 + ( voroi8_g111 - 0.0 ) * ( -0.3 - 0.1 ) / ( 0.21 - 0.0 ) ) ) * (0.3 + ( CZY_WetnessAmount - 0.0 ) * ( 1.0 - 0.3 ) / ( 1.0 - 0.0 ) ) ) > ( 1.0 - ( CZY_WetnessAmount * dotResult500_g125 ) ) ? 1.0 : 0.0 ); float Occlusion = 1; float3 Emission = 0; float Alpha = SplatWeight552_g125; 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 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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" #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); TEXTURE2D(_Control); SAMPLER(sampler_Control); 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); output.ase_texcoord1.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord1.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; 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 #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; float2 uv_Control = input.ase_texcoord1.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; surfaceDescription.Alpha = SplatWeight552_g125; 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 #define _NORMALMAP 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140012 #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" #define ASE_NEEDS_TEXTURE_COORDINATES0 #pragma shader_feature_local _MASKMAP #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 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _RockColor; float4 CZY_SnowTexture_ST; float4 _RockNormals1_ST; float4 _Control_ST; float4 _RockNormals_ST; float4 _TerrainHolesTexture_ST; float _RockThreshold; float _RockHeight; float _Metallic3; float _Metallic2; float _Metallic1; float _Metallic0; float _Smoothness3; float _Smoothness1; float _Splat3Scale; float _Splat2Scale; float _Splat1Scale; float _Splat0Scale; float _Smoothness0; float _Smoothness2; float _RockNormalScale; #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(_Mask1); SAMPLER(sampler_Mask1); TEXTURE2D(_Mask3); SAMPLER(sampler_Mask3); float4 _MaskMapRemapScale0; float4 _MaskMapRemapOffset2; float4 _MaskMapRemapScale2; float4 _MaskMapRemapScale1; float4 _MaskMapRemapOffset1; float4 _MaskMapRemapScale3; float4 _MaskMapRemapOffset3; float4 _MaskMapRemapOffset0; TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0); TEXTURE2D(_Control); SAMPLER(sampler_Control); 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); output.ase_texcoord1.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord1.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; 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 #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; float2 uv_Control = input.ase_texcoord1.xy * _Control_ST.xy + _Control_ST.zw; float4 tex2DNode598_g125 = SAMPLE_TEXTURE2D( _Control, sampler_Control, uv_Control ); float dotResult576_g125 = dot( tex2DNode598_g125 , float4( 1, 1, 1, 1 ) ); float SplatWeight552_g125 = dotResult576_g125; surfaceDescription.Alpha = SplatWeight552_g125; 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.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;187;-352,194.4445;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;65;-960,-509.5555;Inherit;False;Property;_RockColor;Rock Color;35;0;Create;True;0;0;0;False;0;False;0,0,0,0;0.3490559,0.3490559,0.3490559,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;216;-1200,-320;Inherit;False;Property;_RockNormalScale;Rock Normal Scale;33;0;Create;True;0;0;0;False;0;False;0;0.6;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;275;560,432;Inherit;False;Constant;_Clip;Clip;8;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;-933.9283,338.4445;Inherit;False;StylizedRainPuddles;-1;;111;ff913d501aadc8b4cb4ec6889f2354ca;0;1;14;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;-924.4044,221.8838;Inherit;False;Stylized Snow Blend;30;;112;359b695eb7172584f9df5a0d55bd52e9;0;2;34;FLOAT;1;False;22;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, 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