Files
Emberwild/Packages/com.distantlands.cozy.core/Runtime/Shaders/Stylized Clouds (Ghibli Desktop).shader
2026-07-07 16:43:51 +02:00

4726 lines
176 KiB
GLSL

// Made with Amplify Shader Editor v1.9.8.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Distant Lands/Cozy/URP/Stylized Clouds (Ghibli Desktop)"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
//_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
[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) = "" {}
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-50" "UniversalMaterialType"="Unlit" }
Cull Front
AlphaToMask Off
Stencil
{
Ref 221
Comp Always
Pass Zero
Fail Keep
ZFail Keep
}
HLSLINCLUDE
#pragma target 3.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#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 SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19801
#define ASE_SRP_VERSION 140010
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#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"
#if ASE_SRP_VERSION >=140010
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
half4 fogFactorAndVertexLight : TEXCOORD2;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD3;
#endif
#if defined(LIGHTMAP_ON)
float4 lightmapUVOrVertexSH : 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)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_AltoCloudColor;
float CZY_FilterSaturation;
float CZY_FilterValue;
float4 CZY_FilterColor;
float4 CZY_CloudFilterColor;
float4 CZY_CloudHighlightColor;
float4 CZY_CloudColor;
float CZY_Spherize;
float CZY_MainCloudScale;
float CZY_WindSpeed;
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_ShadowingDistance;
float4 CZY_LightColor;
float4 CZY_FogColor5;
float CZY_LightFlareSquish;
float3 CZY_SunDirection;
half CZY_LightIntensity;
half CZY_LightFalloff;
float CZY_CloudsFogLightAmount;
float4 CZY_SunFilterColor;
float3 CZY_MoonDirection;
float4 CZY_FogMoonFlareColor;
float CZY_CloudsFogAmount;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float2 voronoihash35_g71( 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 voronoi35_g71( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g71( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g71( 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 voronoi13_g71( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g71( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g71( 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 voronoi11_g71( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g71( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash35_g68( 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 voronoi35_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g68( 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 voronoi13_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g68( 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 voronoi11_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash35_g67( 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 voronoi35_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g67( 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 voronoi13_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g67( 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 voronoi11_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float4 SampleGradient( Gradient gradient, float time )
{
float3 color = gradient.colors[0].rgb;
UNITY_UNROLL
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
float alpha = gradient.alphas[0].x;
UNITY_UNROLL
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
}
return float4(color, alpha);
}
float2 voronoihash35_g70( 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 voronoi35_g70( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g70( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g70( 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 voronoi13_g70( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g70( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g70( 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 voronoi11_g70( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g70( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash35_g69( 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 voronoi35_g69( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g69( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g69( 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 voronoi13_g69( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g69( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g69( 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 voronoi11_g69( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g69( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_texcoord6.xy = input.texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord6.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
output.fogFactorAndVertexLight = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
output.fogFactorAndVertexLight.yzw = vertexLight;
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
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;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#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
#ifdef 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(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
float3 WorldPosition = input.positionWS;
float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float3 hsvTorgb2_g72 = RGBToHSV( CZY_AltoCloudColor.rgb );
float3 hsvTorgb3_g72 = HSVToRGB( float3(hsvTorgb2_g72.x,saturate( ( hsvTorgb2_g72.y + CZY_FilterSaturation ) ),( hsvTorgb2_g72.z + CZY_FilterValue )) );
float4 temp_output_10_0_g72 = ( float4( hsvTorgb3_g72 , 0.0 ) * CZY_FilterColor );
float3 hsvTorgb2_g74 = RGBToHSV( CZY_CloudHighlightColor.rgb );
float3 hsvTorgb3_g74 = HSVToRGB( float3(hsvTorgb2_g74.x,saturate( ( hsvTorgb2_g74.y + CZY_FilterSaturation ) ),( hsvTorgb2_g74.z + CZY_FilterValue )) );
float4 temp_output_10_0_g74 = ( float4( hsvTorgb3_g74 , 0.0 ) * CZY_FilterColor );
float4 CloudHighlightColor142_g66 = ( temp_output_10_0_g74 * CZY_CloudFilterColor );
float3 hsvTorgb2_g73 = RGBToHSV( CZY_CloudColor.rgb );
float3 hsvTorgb3_g73 = HSVToRGB( float3(hsvTorgb2_g73.x,saturate( ( hsvTorgb2_g73.y + CZY_FilterSaturation ) ),( hsvTorgb2_g73.z + CZY_FilterValue )) );
float4 temp_output_10_0_g73 = ( float4( hsvTorgb3_g73 , 0.0 ) * CZY_FilterColor );
float4 CloudColor129_g66 = ( temp_output_10_0_g73 * CZY_CloudFilterColor );
float4 color169_g66 = IsGammaSpace() ? float4(0.8396226,0.8396226,0.8396226,0) : float4(0.673178,0.673178,0.673178,0);
Gradient gradient118_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.5411765 ), float4( 1, 1, 1, 0.6441138 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float2 texCoord10_g66 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
float time35_g71 = 0.0;
float2 voronoiSmoothId35_g71 = 0;
float2 texCoord12_g66 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
float2 temp_output_21_0_g71 = (CentralUV27_g66*1.58 + 0.0);
float2 break2_g71 = abs( temp_output_21_0_g71 );
float saferPower4_g71 = abs( break2_g71.x );
float saferPower3_g71 = abs( break2_g71.y );
float saferPower6_g71 = abs( ( pow( saferPower4_g71 , 2.0 ) + pow( saferPower3_g71 , 2.0 ) ) );
float Spherize26_g66 = CZY_Spherize;
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float Time6_g66 = mulTime5_g66;
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
float2 temp_output_10_0_g71 = (( ( temp_output_21_0_g71 * ( pow( saferPower6_g71 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g71 = temp_output_10_0_g71 * 60.0;
float2 id35_g71 = 0;
float2 uv35_g71 = 0;
float fade35_g71 = 0.5;
float voroi35_g71 = 0;
float rest35_g71 = 0;
for( int it35_g71 = 0; it35_g71 <2; it35_g71++ ){
voroi35_g71 += fade35_g71 * voronoi35_g71( coords35_g71, time35_g71, id35_g71, uv35_g71, 0,voronoiSmoothId35_g71 );
rest35_g71 += fade35_g71;
coords35_g71 *= 2;
fade35_g71 *= 0.5;
}//Voronoi35_g71
voroi35_g71 /= rest35_g71;
float time13_g71 = 0.0;
float2 voronoiSmoothId13_g71 = 0;
float2 coords13_g71 = temp_output_10_0_g71 * 25.0;
float2 id13_g71 = 0;
float2 uv13_g71 = 0;
float fade13_g71 = 0.5;
float voroi13_g71 = 0;
float rest13_g71 = 0;
for( int it13_g71 = 0; it13_g71 <2; it13_g71++ ){
voroi13_g71 += fade13_g71 * voronoi13_g71( coords13_g71, time13_g71, id13_g71, uv13_g71, 0,voronoiSmoothId13_g71 );
rest13_g71 += fade13_g71;
coords13_g71 *= 2;
fade13_g71 *= 0.5;
}//Voronoi13_g71
voroi13_g71 /= rest13_g71;
float time11_g71 = 17.23;
float2 voronoiSmoothId11_g71 = 0;
float2 coords11_g71 = temp_output_10_0_g71 * 9.0;
float2 id11_g71 = 0;
float2 uv11_g71 = 0;
float fade11_g71 = 0.5;
float voroi11_g71 = 0;
float rest11_g71 = 0;
for( int it11_g71 = 0; it11_g71 <2; it11_g71++ ){
voroi11_g71 += fade11_g71 * voronoi11_g71( coords11_g71, time11_g71, id11_g71, uv11_g71, 0,voronoiSmoothId11_g71 );
rest11_g71 += fade11_g71;
coords11_g71 *= 2;
fade11_g71 *= 0.5;
}//Voronoi11_g71
voroi11_g71 /= rest11_g71;
float2 texCoord2_g66 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
float lerpResult15_g71 = lerp( saturate( ( voroi35_g71 + voroi13_g71 ) ) , voroi11_g71 , ModifiedCohesion17_g66);
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
float lerpResult16_g71 = lerp( lerpResult15_g71 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float time35_g68 = 0.0;
float2 voronoiSmoothId35_g68 = 0;
float2 temp_output_21_0_g68 = CentralUV27_g66;
float2 break2_g68 = abs( temp_output_21_0_g68 );
float saferPower4_g68 = abs( break2_g68.x );
float saferPower3_g68 = abs( break2_g68.y );
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
float2 id35_g68 = 0;
float2 uv35_g68 = 0;
float fade35_g68 = 0.5;
float voroi35_g68 = 0;
float rest35_g68 = 0;
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
rest35_g68 += fade35_g68;
coords35_g68 *= 2;
fade35_g68 *= 0.5;
}//Voronoi35_g68
voroi35_g68 /= rest35_g68;
float time13_g68 = 0.0;
float2 voronoiSmoothId13_g68 = 0;
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
float2 id13_g68 = 0;
float2 uv13_g68 = 0;
float fade13_g68 = 0.5;
float voroi13_g68 = 0;
float rest13_g68 = 0;
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
rest13_g68 += fade13_g68;
coords13_g68 *= 2;
fade13_g68 *= 0.5;
}//Voronoi13_g68
voroi13_g68 /= rest13_g68;
float time11_g68 = 17.23;
float2 voronoiSmoothId11_g68 = 0;
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
float2 id11_g68 = 0;
float2 uv11_g68 = 0;
float fade11_g68 = 0.5;
float voroi11_g68 = 0;
float rest11_g68 = 0;
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
rest11_g68 += fade11_g68;
coords11_g68 *= 2;
fade11_g68 *= 0.5;
}//Voronoi11_g68
voroi11_g68 /= rest11_g68;
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT1PreAlpha119_g66 = temp_output_60_0_g66;
float time35_g67 = 0.0;
float2 voronoiSmoothId35_g67 = 0;
float2 temp_output_21_0_g67 = CentralUV27_g66;
float2 break2_g67 = abs( temp_output_21_0_g67 );
float saferPower4_g67 = abs( break2_g67.x );
float saferPower3_g67 = abs( break2_g67.y );
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
float2 id35_g67 = 0;
float2 uv35_g67 = 0;
float fade35_g67 = 0.5;
float voroi35_g67 = 0;
float rest35_g67 = 0;
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
rest35_g67 += fade35_g67;
coords35_g67 *= 2;
fade35_g67 *= 0.5;
}//Voronoi35_g67
voroi35_g67 /= rest35_g67;
float time13_g67 = 0.0;
float2 voronoiSmoothId13_g67 = 0;
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
float2 id13_g67 = 0;
float2 uv13_g67 = 0;
float fade13_g67 = 0.5;
float voroi13_g67 = 0;
float rest13_g67 = 0;
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
rest13_g67 += fade13_g67;
coords13_g67 *= 2;
fade13_g67 *= 0.5;
}//Voronoi13_g67
voroi13_g67 /= rest13_g67;
float time11_g67 = 17.23;
float2 voronoiSmoothId11_g67 = 0;
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
float2 id11_g67 = 0;
float2 uv11_g67 = 0;
float fade11_g67 = 0.5;
float voroi11_g67 = 0;
float rest11_g67 = 0;
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
rest11_g67 += fade11_g67;
coords11_g67 *= 2;
fade11_g67 *= 0.5;
}//Voronoi11_g67
voroi11_g67 /= rest11_g67;
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2PreAlpha114_g66 = temp_output_61_0_g66;
float temp_output_151_0_g66 = (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g71 ) ) - 0.6) * (max( IT1PreAlpha119_g66 , IT2PreAlpha114_g66 ) - 0.0) / (1.5 - 0.6));
float clampResult73_g66 = clamp( temp_output_151_0_g66 , 0.0 , 0.9 );
float AdditionalLayer138_g66 = SampleGradient( gradient118_g66, clampResult73_g66 ).r;
float4 lerpResult75_g66 = lerp( CloudColor129_g66 , ( CloudColor129_g66 * color169_g66 ) , AdditionalLayer138_g66);
float4 ModifiedCloudColor100_g66 = lerpResult75_g66;
Gradient gradient136_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4411841 ), float4( 1, 1, 1, 0.5794156 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float time35_g70 = 0.0;
float2 voronoiSmoothId35_g70 = 0;
float2 ShadowUV115_g66 = ( CentralUV27_g66 + ( CentralUV27_g66 * float2( -1,-1 ) * CZY_ShadowingDistance * Dot49_g66 ) );
float2 temp_output_21_0_g70 = ShadowUV115_g66;
float2 break2_g70 = abs( temp_output_21_0_g70 );
float saferPower4_g70 = abs( break2_g70.x );
float saferPower3_g70 = abs( break2_g70.y );
float saferPower6_g70 = abs( ( pow( saferPower4_g70 , 2.0 ) + pow( saferPower3_g70 , 2.0 ) ) );
float2 temp_output_10_0_g70 = (( ( temp_output_21_0_g70 * ( pow( saferPower6_g70 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g70 = temp_output_10_0_g70 * 60.0;
float2 id35_g70 = 0;
float2 uv35_g70 = 0;
float fade35_g70 = 0.5;
float voroi35_g70 = 0;
float rest35_g70 = 0;
for( int it35_g70 = 0; it35_g70 <2; it35_g70++ ){
voroi35_g70 += fade35_g70 * voronoi35_g70( coords35_g70, time35_g70, id35_g70, uv35_g70, 0,voronoiSmoothId35_g70 );
rest35_g70 += fade35_g70;
coords35_g70 *= 2;
fade35_g70 *= 0.5;
}//Voronoi35_g70
voroi35_g70 /= rest35_g70;
float time13_g70 = 0.0;
float2 voronoiSmoothId13_g70 = 0;
float2 coords13_g70 = temp_output_10_0_g70 * 25.0;
float2 id13_g70 = 0;
float2 uv13_g70 = 0;
float fade13_g70 = 0.5;
float voroi13_g70 = 0;
float rest13_g70 = 0;
for( int it13_g70 = 0; it13_g70 <2; it13_g70++ ){
voroi13_g70 += fade13_g70 * voronoi13_g70( coords13_g70, time13_g70, id13_g70, uv13_g70, 0,voronoiSmoothId13_g70 );
rest13_g70 += fade13_g70;
coords13_g70 *= 2;
fade13_g70 *= 0.5;
}//Voronoi13_g70
voroi13_g70 /= rest13_g70;
float time11_g70 = 17.23;
float2 voronoiSmoothId11_g70 = 0;
float2 coords11_g70 = temp_output_10_0_g70 * 9.0;
float2 id11_g70 = 0;
float2 uv11_g70 = 0;
float fade11_g70 = 0.5;
float voroi11_g70 = 0;
float rest11_g70 = 0;
for( int it11_g70 = 0; it11_g70 <2; it11_g70++ ){
voroi11_g70 += fade11_g70 * voronoi11_g70( coords11_g70, time11_g70, id11_g70, uv11_g70, 0,voronoiSmoothId11_g70 );
rest11_g70 += fade11_g70;
coords11_g70 *= 2;
fade11_g70 *= 0.5;
}//Voronoi11_g70
voroi11_g70 /= rest11_g70;
float lerpResult15_g70 = lerp( saturate( ( voroi35_g70 + voroi13_g70 ) ) , voroi11_g70 , ModifiedCohesion17_g66);
float lerpResult16_g70 = lerp( lerpResult15_g70 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float4 lerpResult83_g66 = lerp( CloudHighlightColor142_g66 , ModifiedCloudColor100_g66 , saturate( SampleGradient( gradient136_g66, saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g70 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) ) ).r ));
float4 IT1Color80_g66 = lerpResult83_g66;
Gradient gradient109_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4411841 ), float4( 1, 1, 1, 0.5794156 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float time35_g69 = 0.0;
float2 voronoiSmoothId35_g69 = 0;
float2 temp_output_21_0_g69 = ShadowUV115_g66;
float2 break2_g69 = abs( temp_output_21_0_g69 );
float saferPower4_g69 = abs( break2_g69.x );
float saferPower3_g69 = abs( break2_g69.y );
float saferPower6_g69 = abs( ( pow( saferPower4_g69 , 2.0 ) + pow( saferPower3_g69 , 2.0 ) ) );
float2 temp_output_10_0_g69 = (( ( temp_output_21_0_g69 * ( pow( saferPower6_g69 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
float2 coords35_g69 = temp_output_10_0_g69 * 60.0;
float2 id35_g69 = 0;
float2 uv35_g69 = 0;
float fade35_g69 = 0.5;
float voroi35_g69 = 0;
float rest35_g69 = 0;
for( int it35_g69 = 0; it35_g69 <2; it35_g69++ ){
voroi35_g69 += fade35_g69 * voronoi35_g69( coords35_g69, time35_g69, id35_g69, uv35_g69, 0,voronoiSmoothId35_g69 );
rest35_g69 += fade35_g69;
coords35_g69 *= 2;
fade35_g69 *= 0.5;
}//Voronoi35_g69
voroi35_g69 /= rest35_g69;
float time13_g69 = 0.0;
float2 voronoiSmoothId13_g69 = 0;
float2 coords13_g69 = temp_output_10_0_g69 * 25.0;
float2 id13_g69 = 0;
float2 uv13_g69 = 0;
float fade13_g69 = 0.5;
float voroi13_g69 = 0;
float rest13_g69 = 0;
for( int it13_g69 = 0; it13_g69 <2; it13_g69++ ){
voroi13_g69 += fade13_g69 * voronoi13_g69( coords13_g69, time13_g69, id13_g69, uv13_g69, 0,voronoiSmoothId13_g69 );
rest13_g69 += fade13_g69;
coords13_g69 *= 2;
fade13_g69 *= 0.5;
}//Voronoi13_g69
voroi13_g69 /= rest13_g69;
float time11_g69 = 17.23;
float2 voronoiSmoothId11_g69 = 0;
float2 coords11_g69 = temp_output_10_0_g69 * 9.0;
float2 id11_g69 = 0;
float2 uv11_g69 = 0;
float fade11_g69 = 0.5;
float voroi11_g69 = 0;
float rest11_g69 = 0;
for( int it11_g69 = 0; it11_g69 <2; it11_g69++ ){
voroi11_g69 += fade11_g69 * voronoi11_g69( coords11_g69, time11_g69, id11_g69, uv11_g69, 0,voronoiSmoothId11_g69 );
rest11_g69 += fade11_g69;
coords11_g69 *= 2;
fade11_g69 *= 0.5;
}//Voronoi11_g69
voroi11_g69 /= rest11_g69;
float lerpResult15_g69 = lerp( saturate( ( voroi35_g69 + voroi13_g69 ) ) , voroi11_g69 , ( ModifiedCohesion17_g66 * 1.1 ));
float lerpResult16_g69 = lerp( lerpResult15_g69 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float4 lerpResult88_g66 = lerp( CloudHighlightColor142_g66 , ModifiedCloudColor100_g66 , saturate( SampleGradient( gradient109_g66, saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g69 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) ) ).r ));
float4 IT2Color106_g66 = lerpResult88_g66;
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
float4 lerpResult79_g66 = lerp( ( ( temp_output_10_0_g72 * CZY_CloudFilterColor ) * IT1Color80_g66 ) , IT2Color106_g66 , IT2Alpha65_g66);
float3 hsvTorgb69_g369 = RGBToHSV( CZY_FogColor5.rgb );
float3 normalizeResult54_g369 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float3 temp_output_56_0_g369 = ( normalizeResult54_g369 * _ProjectionParams.z );
float3 appendResult25_g369 = (float3(1.0 , CZY_LightFlareSquish , 1.0));
float3 normalizeResult13_g369 = normalize( ( ( temp_output_56_0_g369 * appendResult25_g369 ) - _WorldSpaceCameraPos ) );
float dotResult16_g369 = dot( normalizeResult13_g369 , CZY_SunDirection );
half LightMask35_g369 = saturate( pow( abs( ( (dotResult16_g369*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
float temp_output_91_0_g369 = CZY_CloudsFogLightAmount;
float3 hsvTorgb2_g371 = RGBToHSV( ( CZY_LightColor * hsvTorgb69_g369.z * saturate( ( LightMask35_g369 * ( 1.5 * CZY_FogColor5.a ) * temp_output_91_0_g369 ) ) ).rgb );
float3 hsvTorgb3_g371 = HSVToRGB( float3(hsvTorgb2_g371.x,saturate( ( hsvTorgb2_g371.y + CZY_FilterSaturation ) ),( hsvTorgb2_g371.z + CZY_FilterValue )) );
float4 temp_output_10_0_g371 = ( float4( hsvTorgb3_g371 , 0.0 ) * CZY_FilterColor );
float3 direction88_g369 = ( temp_output_56_0_g369 - _WorldSpaceCameraPos );
float3 normalizeResult32_g369 = normalize( direction88_g369 );
float3 normalizeResult30_g369 = normalize( CZY_MoonDirection );
float dotResult28_g369 = dot( normalizeResult32_g369 , normalizeResult30_g369 );
half MoonMask18_g369 = saturate( pow( abs( ( saturate( (dotResult28_g369*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) );
float3 hsvTorgb2_g370 = RGBToHSV( ( CZY_FogColor5 + ( hsvTorgb69_g369.z * saturate( ( CZY_FogColor5.a * MoonMask18_g369 * temp_output_91_0_g369 ) ) * CZY_FogMoonFlareColor ) ).rgb );
float3 hsvTorgb3_g370 = HSVToRGB( float3(hsvTorgb2_g370.x,saturate( ( hsvTorgb2_g370.y + CZY_FilterSaturation ) ),( hsvTorgb2_g370.z + CZY_FilterValue )) );
float4 temp_output_10_0_g370 = ( float4( hsvTorgb3_g370 , 0.0 ) * CZY_FilterColor );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_34_0_g369 = ( CZY_CloudsFogAmount * saturate( ( ( 1.0 - saturate( ( ( ( direction88_g369.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float4 lerpResult90_g369 = lerp( lerpResult79_g66 , ( ( temp_output_10_0_g371 * CZY_SunFilterColor ) + temp_output_10_0_g370 ) , temp_output_34_0_g369);
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = lerpResult90_g369.rgb;
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.viewDirectionWS = WorldViewDirection;
#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
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
#if defined(_DBUFFER)
ApplyDecalToBaseColor(input.positionCS, Color);
#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
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19801
#define ASE_SRP_VERSION 140010
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex vert
#pragma fragment frag
#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.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float CZY_Spherize;
float CZY_MainCloudScale;
float CZY_WindSpeed;
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 voronoihash35_g68( 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 voronoi35_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g68( 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 voronoi13_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g68( 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 voronoi11_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float4 SampleGradient( Gradient gradient, float time )
{
float3 color = gradient.colors[0].rgb;
UNITY_UNROLL
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
float alpha = gradient.alphas[0].x;
UNITY_UNROLL
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
}
return float4(color, alpha);
}
float2 voronoihash35_g67( 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 voronoi35_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g67( 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 voronoi13_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g67( 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 voronoi11_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
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_texcoord3.xy = input.ase_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;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
output.positionWS = positionWS;
#endif
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
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = positionCS;
output.clipPosV = positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
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.ase_texcoord = input.ase_texcoord;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.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
#ifdef 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(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = input.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float2 texCoord10_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
float time35_g68 = 0.0;
float2 voronoiSmoothId35_g68 = 0;
float2 texCoord12_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
float2 temp_output_21_0_g68 = CentralUV27_g66;
float2 break2_g68 = abs( temp_output_21_0_g68 );
float saferPower4_g68 = abs( break2_g68.x );
float saferPower3_g68 = abs( break2_g68.y );
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
float Spherize26_g66 = CZY_Spherize;
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float Time6_g66 = mulTime5_g66;
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
float2 id35_g68 = 0;
float2 uv35_g68 = 0;
float fade35_g68 = 0.5;
float voroi35_g68 = 0;
float rest35_g68 = 0;
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
rest35_g68 += fade35_g68;
coords35_g68 *= 2;
fade35_g68 *= 0.5;
}//Voronoi35_g68
voroi35_g68 /= rest35_g68;
float time13_g68 = 0.0;
float2 voronoiSmoothId13_g68 = 0;
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
float2 id13_g68 = 0;
float2 uv13_g68 = 0;
float fade13_g68 = 0.5;
float voroi13_g68 = 0;
float rest13_g68 = 0;
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
rest13_g68 += fade13_g68;
coords13_g68 *= 2;
fade13_g68 *= 0.5;
}//Voronoi13_g68
voroi13_g68 /= rest13_g68;
float time11_g68 = 17.23;
float2 voronoiSmoothId11_g68 = 0;
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
float2 id11_g68 = 0;
float2 uv11_g68 = 0;
float fade11_g68 = 0.5;
float voroi11_g68 = 0;
float rest11_g68 = 0;
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
rest11_g68 += fade11_g68;
coords11_g68 *= 2;
fade11_g68 *= 0.5;
}//Voronoi11_g68
voroi11_g68 /= rest11_g68;
float2 texCoord2_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float time35_g67 = 0.0;
float2 voronoiSmoothId35_g67 = 0;
float2 temp_output_21_0_g67 = CentralUV27_g66;
float2 break2_g67 = abs( temp_output_21_0_g67 );
float saferPower4_g67 = abs( break2_g67.x );
float saferPower3_g67 = abs( break2_g67.y );
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
float2 id35_g67 = 0;
float2 uv35_g67 = 0;
float fade35_g67 = 0.5;
float voroi35_g67 = 0;
float rest35_g67 = 0;
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
rest35_g67 += fade35_g67;
coords35_g67 *= 2;
fade35_g67 *= 0.5;
}//Voronoi35_g67
voroi35_g67 /= rest35_g67;
float time13_g67 = 0.0;
float2 voronoiSmoothId13_g67 = 0;
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
float2 id13_g67 = 0;
float2 uv13_g67 = 0;
float fade13_g67 = 0.5;
float voroi13_g67 = 0;
float rest13_g67 = 0;
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
rest13_g67 += fade13_g67;
coords13_g67 *= 2;
fade13_g67 *= 0.5;
}//Voronoi13_g67
voroi13_g67 /= rest13_g67;
float time11_g67 = 17.23;
float2 voronoiSmoothId11_g67 = 0;
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
float2 id11_g67 = 0;
float2 uv11_g67 = 0;
float fade11_g67 = 0.5;
float voroi11_g67 = 0;
float rest11_g67 = 0;
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
rest11_g67 += fade11_g67;
coords11_g67 *= 2;
fade11_g67 *= 0.5;
}//Voronoi11_g67
voroi11_g67 /= rest11_g67;
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19801
#define ASE_SRP_VERSION 140010
#pragma vertex vert
#pragma fragment frag
#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.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float CZY_Spherize;
float CZY_MainCloudScale;
float CZY_WindSpeed;
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 voronoihash35_g68( 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 voronoi35_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g68( 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 voronoi13_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g68( 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 voronoi11_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float4 SampleGradient( Gradient gradient, float time )
{
float3 color = gradient.colors[0].rgb;
UNITY_UNROLL
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
float alpha = gradient.alphas[0].x;
UNITY_UNROLL
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
}
return float4(color, alpha);
}
float2 voronoihash35_g67( 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 voronoi35_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g67( 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 voronoi13_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g67( 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 voronoi11_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
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.ase_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;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
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.ase_texcoord = input.ase_texcoord;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.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
#ifdef 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(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = input.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float2 texCoord10_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
float time35_g68 = 0.0;
float2 voronoiSmoothId35_g68 = 0;
float2 texCoord12_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
float2 temp_output_21_0_g68 = CentralUV27_g66;
float2 break2_g68 = abs( temp_output_21_0_g68 );
float saferPower4_g68 = abs( break2_g68.x );
float saferPower3_g68 = abs( break2_g68.y );
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
float Spherize26_g66 = CZY_Spherize;
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float Time6_g66 = mulTime5_g66;
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
float2 id35_g68 = 0;
float2 uv35_g68 = 0;
float fade35_g68 = 0.5;
float voroi35_g68 = 0;
float rest35_g68 = 0;
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
rest35_g68 += fade35_g68;
coords35_g68 *= 2;
fade35_g68 *= 0.5;
}//Voronoi35_g68
voroi35_g68 /= rest35_g68;
float time13_g68 = 0.0;
float2 voronoiSmoothId13_g68 = 0;
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
float2 id13_g68 = 0;
float2 uv13_g68 = 0;
float fade13_g68 = 0.5;
float voroi13_g68 = 0;
float rest13_g68 = 0;
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
rest13_g68 += fade13_g68;
coords13_g68 *= 2;
fade13_g68 *= 0.5;
}//Voronoi13_g68
voroi13_g68 /= rest13_g68;
float time11_g68 = 17.23;
float2 voronoiSmoothId11_g68 = 0;
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
float2 id11_g68 = 0;
float2 uv11_g68 = 0;
float fade11_g68 = 0.5;
float voroi11_g68 = 0;
float rest11_g68 = 0;
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
rest11_g68 += fade11_g68;
coords11_g68 *= 2;
fade11_g68 *= 0.5;
}//Voronoi11_g68
voroi11_g68 /= rest11_g68;
float2 texCoord2_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float time35_g67 = 0.0;
float2 voronoiSmoothId35_g67 = 0;
float2 temp_output_21_0_g67 = CentralUV27_g66;
float2 break2_g67 = abs( temp_output_21_0_g67 );
float saferPower4_g67 = abs( break2_g67.x );
float saferPower3_g67 = abs( break2_g67.y );
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
float2 id35_g67 = 0;
float2 uv35_g67 = 0;
float fade35_g67 = 0.5;
float voroi35_g67 = 0;
float rest35_g67 = 0;
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
rest35_g67 += fade35_g67;
coords35_g67 *= 2;
fade35_g67 *= 0.5;
}//Voronoi35_g67
voroi35_g67 /= rest35_g67;
float time13_g67 = 0.0;
float2 voronoiSmoothId13_g67 = 0;
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
float2 id13_g67 = 0;
float2 uv13_g67 = 0;
float fade13_g67 = 0.5;
float voroi13_g67 = 0;
float rest13_g67 = 0;
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
rest13_g67 += fade13_g67;
coords13_g67 *= 2;
fade13_g67 *= 0.5;
}//Voronoi13_g67
voroi13_g67 /= rest13_g67;
float time11_g67 = 17.23;
float2 voronoiSmoothId11_g67 = 0;
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
float2 id11_g67 = 0;
float2 uv11_g67 = 0;
float fade11_g67 = 0.5;
float voroi11_g67 = 0;
float rest11_g67 = 0;
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
rest11_g67 += fade11_g67;
coords11_g67 *= 2;
fade11_g67 *= 0.5;
}//Voronoi11_g67
voroi11_g67 /= rest11_g67;
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19801
#define ASE_SRP_VERSION 140010
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#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.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
#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"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float CZY_Spherize;
float CZY_MainCloudScale;
float CZY_WindSpeed;
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 voronoihash35_g68( 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 voronoi35_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g68( 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 voronoi13_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g68( 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 voronoi11_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float4 SampleGradient( Gradient gradient, float time )
{
float3 color = gradient.colors[0].rgb;
UNITY_UNROLL
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
float alpha = gradient.alphas[0].x;
UNITY_UNROLL
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
}
return float4(color, alpha);
}
float2 voronoihash35_g67( 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 voronoi35_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g67( 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 voronoi13_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g67( 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 voronoi11_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
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);
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
output.ase_texcoord1 = screenPos;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord.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;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
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.ase_texcoord = input.ase_texcoord;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.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
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float2 texCoord10_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
float time35_g68 = 0.0;
float2 voronoiSmoothId35_g68 = 0;
float2 texCoord12_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
float2 temp_output_21_0_g68 = CentralUV27_g66;
float2 break2_g68 = abs( temp_output_21_0_g68 );
float saferPower4_g68 = abs( break2_g68.x );
float saferPower3_g68 = abs( break2_g68.y );
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
float Spherize26_g66 = CZY_Spherize;
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float Time6_g66 = mulTime5_g66;
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
float2 id35_g68 = 0;
float2 uv35_g68 = 0;
float fade35_g68 = 0.5;
float voroi35_g68 = 0;
float rest35_g68 = 0;
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
rest35_g68 += fade35_g68;
coords35_g68 *= 2;
fade35_g68 *= 0.5;
}//Voronoi35_g68
voroi35_g68 /= rest35_g68;
float time13_g68 = 0.0;
float2 voronoiSmoothId13_g68 = 0;
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
float2 id13_g68 = 0;
float2 uv13_g68 = 0;
float fade13_g68 = 0.5;
float voroi13_g68 = 0;
float rest13_g68 = 0;
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
rest13_g68 += fade13_g68;
coords13_g68 *= 2;
fade13_g68 *= 0.5;
}//Voronoi13_g68
voroi13_g68 /= rest13_g68;
float time11_g68 = 17.23;
float2 voronoiSmoothId11_g68 = 0;
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
float2 id11_g68 = 0;
float2 uv11_g68 = 0;
float fade11_g68 = 0.5;
float voroi11_g68 = 0;
float rest11_g68 = 0;
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
rest11_g68 += fade11_g68;
coords11_g68 *= 2;
fade11_g68 *= 0.5;
}//Voronoi11_g68
voroi11_g68 /= rest11_g68;
float2 texCoord2_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float time35_g67 = 0.0;
float2 voronoiSmoothId35_g67 = 0;
float2 temp_output_21_0_g67 = CentralUV27_g66;
float2 break2_g67 = abs( temp_output_21_0_g67 );
float saferPower4_g67 = abs( break2_g67.x );
float saferPower3_g67 = abs( break2_g67.y );
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
float2 id35_g67 = 0;
float2 uv35_g67 = 0;
float fade35_g67 = 0.5;
float voroi35_g67 = 0;
float rest35_g67 = 0;
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
rest35_g67 += fade35_g67;
coords35_g67 *= 2;
fade35_g67 *= 0.5;
}//Voronoi35_g67
voroi35_g67 /= rest35_g67;
float time13_g67 = 0.0;
float2 voronoiSmoothId13_g67 = 0;
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
float2 id13_g67 = 0;
float2 uv13_g67 = 0;
float fade13_g67 = 0.5;
float voroi13_g67 = 0;
float rest13_g67 = 0;
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
rest13_g67 += fade13_g67;
coords13_g67 *= 2;
fade13_g67 *= 0.5;
}//Voronoi13_g67
voroi13_g67 /= rest13_g67;
float time11_g67 = 17.23;
float2 voronoiSmoothId11_g67 = 0;
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
float2 id11_g67 = 0;
float2 uv11_g67 = 0;
float fade11_g67 = 0.5;
float voroi11_g67 = 0;
float rest11_g67 = 0;
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
rest11_g67 += fade11_g67;
coords11_g67 *= 2;
fade11_g67 *= 0.5;
}//Voronoi11_g67
voroi11_g67 /= rest11_g67;
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
float4 screenPos = input.ase_texcoord1;
float4 ase_positionSSNorm = screenPos / screenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
surfaceDescription.Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
AlphaToMask Off
HLSLPROGRAM
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19801
#define ASE_SRP_VERSION 140010
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#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.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
#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
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float CZY_Spherize;
float CZY_MainCloudScale;
float CZY_WindSpeed;
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 voronoihash35_g68( 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 voronoi35_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g68( 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 voronoi13_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g68( 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 voronoi11_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float4 SampleGradient( Gradient gradient, float time )
{
float3 color = gradient.colors[0].rgb;
UNITY_UNROLL
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
float alpha = gradient.alphas[0].x;
UNITY_UNROLL
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
}
return float4(color, alpha);
}
float2 voronoihash35_g67( 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 voronoi35_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g67( 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 voronoi13_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g67( 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 voronoi11_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
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);
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
output.ase_texcoord1 = screenPos;
output.ase_texcoord.xy = input.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord.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;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
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.ase_texcoord = input.ase_texcoord;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.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
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float2 texCoord10_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
float time35_g68 = 0.0;
float2 voronoiSmoothId35_g68 = 0;
float2 texCoord12_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
float2 temp_output_21_0_g68 = CentralUV27_g66;
float2 break2_g68 = abs( temp_output_21_0_g68 );
float saferPower4_g68 = abs( break2_g68.x );
float saferPower3_g68 = abs( break2_g68.y );
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
float Spherize26_g66 = CZY_Spherize;
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float Time6_g66 = mulTime5_g66;
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
float2 id35_g68 = 0;
float2 uv35_g68 = 0;
float fade35_g68 = 0.5;
float voroi35_g68 = 0;
float rest35_g68 = 0;
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
rest35_g68 += fade35_g68;
coords35_g68 *= 2;
fade35_g68 *= 0.5;
}//Voronoi35_g68
voroi35_g68 /= rest35_g68;
float time13_g68 = 0.0;
float2 voronoiSmoothId13_g68 = 0;
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
float2 id13_g68 = 0;
float2 uv13_g68 = 0;
float fade13_g68 = 0.5;
float voroi13_g68 = 0;
float rest13_g68 = 0;
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
rest13_g68 += fade13_g68;
coords13_g68 *= 2;
fade13_g68 *= 0.5;
}//Voronoi13_g68
voroi13_g68 /= rest13_g68;
float time11_g68 = 17.23;
float2 voronoiSmoothId11_g68 = 0;
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
float2 id11_g68 = 0;
float2 uv11_g68 = 0;
float fade11_g68 = 0.5;
float voroi11_g68 = 0;
float rest11_g68 = 0;
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
rest11_g68 += fade11_g68;
coords11_g68 *= 2;
fade11_g68 *= 0.5;
}//Voronoi11_g68
voroi11_g68 /= rest11_g68;
float2 texCoord2_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float time35_g67 = 0.0;
float2 voronoiSmoothId35_g67 = 0;
float2 temp_output_21_0_g67 = CentralUV27_g66;
float2 break2_g67 = abs( temp_output_21_0_g67 );
float saferPower4_g67 = abs( break2_g67.x );
float saferPower3_g67 = abs( break2_g67.y );
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
float2 id35_g67 = 0;
float2 uv35_g67 = 0;
float fade35_g67 = 0.5;
float voroi35_g67 = 0;
float rest35_g67 = 0;
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
rest35_g67 += fade35_g67;
coords35_g67 *= 2;
fade35_g67 *= 0.5;
}//Voronoi35_g67
voroi35_g67 /= rest35_g67;
float time13_g67 = 0.0;
float2 voronoiSmoothId13_g67 = 0;
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
float2 id13_g67 = 0;
float2 uv13_g67 = 0;
float fade13_g67 = 0.5;
float voroi13_g67 = 0;
float rest13_g67 = 0;
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
rest13_g67 += fade13_g67;
coords13_g67 *= 2;
fade13_g67 *= 0.5;
}//Voronoi13_g67
voroi13_g67 /= rest13_g67;
float time11_g67 = 17.23;
float2 voronoiSmoothId11_g67 = 0;
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
float2 id11_g67 = 0;
float2 uv11_g67 = 0;
float fade11_g67 = 0.5;
float voroi11_g67 = 0;
float rest11_g67 = 0;
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
rest11_g67 += fade11_g67;
coords11_g67 *= 2;
fade11_g67 *= 0.5;
}//Voronoi11_g67
voroi11_g67 /= rest11_g67;
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
float4 screenPos = input.ase_texcoord1;
float4 ase_positionSSNorm = screenPos / screenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
surfaceDescription.Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
outColor = _SelectionID;
return outColor;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormalsOnly" }
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19801
#define ASE_SRP_VERSION 140010
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma vertex vert
#pragma fragment frag
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#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.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
#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
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float CZY_Spherize;
float CZY_MainCloudScale;
float CZY_WindSpeed;
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 voronoihash35_g68( 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 voronoi35_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g68( 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 voronoi13_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g68( 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 voronoi11_g68( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g68( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float4 SampleGradient( Gradient gradient, float time )
{
float3 color = gradient.colors[0].rgb;
UNITY_UNROLL
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
float alpha = gradient.alphas[0].x;
UNITY_UNROLL
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
}
return float4(color, alpha);
}
float2 voronoihash35_g67( 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 voronoi35_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash35_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash13_g67( 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 voronoi13_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash13_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash11_g67( 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 voronoi11_g67( 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;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash11_g67( 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<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
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_texcoord3.xy = input.ase_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;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.normalWS = TransformObjectToWorldNormal( input.normalOS );
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
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.ase_texcoord = input.ase_texcoord;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.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
void frag(PackedVaryings input
, out half4 outNormalWS : SV_Target0
#ifdef 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 );
float3 WorldPosition = input.positionWS;
float3 WorldNormal = input.normalWS;
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float2 texCoord10_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
float time35_g68 = 0.0;
float2 voronoiSmoothId35_g68 = 0;
float2 texCoord12_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
float2 temp_output_21_0_g68 = CentralUV27_g66;
float2 break2_g68 = abs( temp_output_21_0_g68 );
float saferPower4_g68 = abs( break2_g68.x );
float saferPower3_g68 = abs( break2_g68.y );
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
float Spherize26_g66 = CZY_Spherize;
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
float Time6_g66 = mulTime5_g66;
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
float2 id35_g68 = 0;
float2 uv35_g68 = 0;
float fade35_g68 = 0.5;
float voroi35_g68 = 0;
float rest35_g68 = 0;
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
rest35_g68 += fade35_g68;
coords35_g68 *= 2;
fade35_g68 *= 0.5;
}//Voronoi35_g68
voroi35_g68 /= rest35_g68;
float time13_g68 = 0.0;
float2 voronoiSmoothId13_g68 = 0;
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
float2 id13_g68 = 0;
float2 uv13_g68 = 0;
float fade13_g68 = 0.5;
float voroi13_g68 = 0;
float rest13_g68 = 0;
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
rest13_g68 += fade13_g68;
coords13_g68 *= 2;
fade13_g68 *= 0.5;
}//Voronoi13_g68
voroi13_g68 /= rest13_g68;
float time11_g68 = 17.23;
float2 voronoiSmoothId11_g68 = 0;
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
float2 id11_g68 = 0;
float2 uv11_g68 = 0;
float fade11_g68 = 0.5;
float voroi11_g68 = 0;
float rest11_g68 = 0;
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
rest11_g68 += fade11_g68;
coords11_g68 *= 2;
fade11_g68 *= 0.5;
}//Voronoi11_g68
voroi11_g68 /= rest11_g68;
float2 texCoord2_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float time35_g67 = 0.0;
float2 voronoiSmoothId35_g67 = 0;
float2 temp_output_21_0_g67 = CentralUV27_g66;
float2 break2_g67 = abs( temp_output_21_0_g67 );
float saferPower4_g67 = abs( break2_g67.x );
float saferPower3_g67 = abs( break2_g67.y );
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
float2 id35_g67 = 0;
float2 uv35_g67 = 0;
float fade35_g67 = 0.5;
float voroi35_g67 = 0;
float rest35_g67 = 0;
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
rest35_g67 += fade35_g67;
coords35_g67 *= 2;
fade35_g67 *= 0.5;
}//Voronoi35_g67
voroi35_g67 /= rest35_g67;
float time13_g67 = 0.0;
float2 voronoiSmoothId13_g67 = 0;
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
float2 id13_g67 = 0;
float2 uv13_g67 = 0;
float fade13_g67 = 0.5;
float voroi13_g67 = 0;
float rest13_g67 = 0;
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
rest13_g67 += fade13_g67;
coords13_g67 *= 2;
fade13_g67 *= 0.5;
}//Voronoi13_g67
voroi13_g67 /= rest13_g67;
float time11_g67 = 17.23;
float2 voronoiSmoothId11_g67 = 0;
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
float2 id11_g67 = 0;
float2 uv11_g67 = 0;
float fade11_g67 = 0.5;
float voroi11_g67 = 0;
float rest11_g67 = 0;
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
rest11_g67 += fade11_g67;
coords11_g67 *= 2;
fade11_g67 *= 0.5;
}//Voronoi11_g67
voroi11_g67 /= rest11_g67;
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(input.normalWS);
float2 octNormalWS = PackNormalOctQuadEncode(normalWS);
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
outNormalWS = half4(packedNormalWS, 0.0);
#else
float3 normalWS = input.normalWS;
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
}
CustomEditor "DistantLands.Cozy.EditorScripts.EmptyShaderGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
Version=19801
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ASEEND*/
//CHKSM=AA13ACB82AE12C9F5FA06766419CA48DFC1CED1C