3875 lines
157 KiB
GLSL
3875 lines
157 KiB
GLSL
// Made with Amplify Shader Editor v1.9.9.4
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Raygeas/URP/Water"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[NoScaleOffset][Normal] _WavesNormal( "Waves Normal", 2D ) = "bump" {}
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[Header(Water)][Space(5)] _WaterColor( "Water Color", Color ) = ( 0.2705882, 0.4823529, 0.5372549, 0 )
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_Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.96
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_Tiling( "Tiling", Float ) = 0.15
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_WavesSpeed( "Waves Speed", Range( 0.1, 1 ) ) = 0.3
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_NormalIntensity( "Normal Intensity", Range( 0, 2 ) ) = 1
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_Transparency( "Transparency", Range( 0, 10 ) ) = 0
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_TransparencyFade( "Transparency Fade", Range( 0, 2 ) ) = 0
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_CoastalBlending( "Coastal Blending", Range( 0, 1 ) ) = 1
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_RefractionFactor( "Refraction Factor", Range( 0, 1 ) ) = 0.5
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[Header(Foam)][Space(5)][Toggle( _ENABLEFOAM_ON )] _EnableFoam( "Enable", Float ) = 1
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_FoamTiling( "Tiling", Float ) = 50
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_FoamOpacity( "Opacity", Range( 0, 1 ) ) = 0
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_FoamDistance( "Distance", Range( 0.01, 1 ) ) = 0.07
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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//_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
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Cull Off
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
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#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_GEOMETRY
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#define _NORMAL_DROPOFF_TS 1
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#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define _NORMALMAP 1
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 140011
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#define REQUIRE_OPAQUE_TEXTURE 1
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#define REQUIRE_DEPTH_TEXTURE 1
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
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#define _SPECULAR_COLOR 1
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#endif
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#define SHADERPASS SHADERPASS_FORWARD
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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#define ASE_NEEDS_WORLD_POSITION
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
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#pragma shader_feature_local _ENABLEFOAM_ON
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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float4 texcoord : TEXCOORD0;
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#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
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float4 texcoord1 : TEXCOORD1;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
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float4 texcoord2 : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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half3 normalWS : TEXCOORD1;
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float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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float4 lightmapUVOrVertexSH : TEXCOORD3;
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#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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half4 fogFactorAndVertexLight : TEXCOORD4;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD5;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _WaterColor;
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float _WavesSpeed;
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float _Tiling;
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float _NormalIntensity;
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float _RefractionFactor;
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float _Transparency;
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float _TransparencyFade;
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float _FoamTiling;
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float _FoamDistance;
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float _FoamOpacity;
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float _Smoothness;
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float _CoastalBlending;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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sampler2D _WavesNormal;
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inline float4 ASE_ComputeGrabScreenPos( float4 pos )
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{
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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float4 o = pos;
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o.y = pos.w * 0.5f;
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o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
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return o;
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}
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float2 voronoihash61( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi61( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0; int i, j;
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for ( j = -1; j <= 1; j++ )
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{
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for ( i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash61( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.707 * sqrt(dot( r, r ));
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#else
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = input.texcoord1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = input.texcoord2;
|
|
#endif
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
#endif
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined( _SURFACE_TYPE_TRANSPARENT )
|
|
const bool isTransparent = true;
|
|
#else
|
|
const bool isTransparent = false;
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal341 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float mulTime524 = _TimeParameters.x * _WavesSpeed;
|
|
float Time525 = mulTime524;
|
|
float temp_output_533_0 = ( Time525 * 0.1 );
|
|
float2 appendResult106 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 WorldSpaceTile68 = ( appendResult106 * _Tiling );
|
|
float2 panner112 = ( temp_output_533_0 * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack38 = UnpackNormalScale( tex2D( _WavesNormal, panner112 ), _NormalIntensity );
|
|
unpack38.z = lerp( 1, unpack38.z, saturate(_NormalIntensity) );
|
|
float2 panner114 = ( ( 1.0 - temp_output_533_0 ) * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack46 = UnpackNormalScale( tex2D( _WavesNormal, ( 1.0 - panner114 ) ), _NormalIntensity );
|
|
unpack46.z = lerp( 1, unpack46.z, saturate(_NormalIntensity) );
|
|
float3 Normal89 = BlendNormal( unpack38 , unpack46 );
|
|
float4 temp_output_277_0 = ( ase_grabScreenPosNorm + float4( ( Normal89 * ( _RefractionFactor * 0.1 ) ) , 0.0 ) );
|
|
float4 fetchOpaqueVal274 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_277_0.xy.xy ), 1.0 );
|
|
float depthLinearEye337 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_277_0.xy ), _ZBufferParams );
|
|
float ase_depthLinearEye = LinearEyeDepth( ScreenPos.z / ScreenPos.w, _ZBufferParams );
|
|
float ifLocalVar336 = 0;
|
|
if( depthLinearEye337 > ase_depthLinearEye )
|
|
ifLocalVar336 = 1.0;
|
|
else if( depthLinearEye337 < ase_depthLinearEye )
|
|
ifLocalVar336 = 0.0;
|
|
float4 lerpResult342 = lerp( fetchOpaqueVal341 , fetchOpaqueVal274 , ifLocalVar336);
|
|
float4 Refractions282 = saturate( lerpResult342 );
|
|
float screenDepth384 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth384 = saturate( abs( ( screenDepth384 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _Transparency ) ) );
|
|
float saferPower405 = abs( distanceDepth384 );
|
|
float4 lerpResult389 = lerp( Refractions282 , _WaterColor , pow( saferPower405 , _TransparencyFade ));
|
|
float time61 = ( Time525 * 5 );
|
|
float2 voronoiSmoothId61 = 0;
|
|
float2 coords61 = WorldSpaceTile68 * _FoamTiling;
|
|
float2 id61 = 0;
|
|
float2 uv61 = 0;
|
|
float fade61 = 0.5;
|
|
float voroi61 = 0;
|
|
float rest61 = 0;
|
|
for( int it61 = 0; it61 <3; it61++ ){
|
|
voroi61 += fade61 * voronoi61( coords61, time61, id61, uv61, 0,voronoiSmoothId61 );
|
|
rest61 += fade61;
|
|
coords61 *= 2;
|
|
fade61 *= 0.5;
|
|
}//Voronoi61
|
|
voroi61 /= rest61;
|
|
float saferPower557 = abs( ( 1.0 - voroi61 ) );
|
|
float screenDepth17 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth17 = abs( ( screenDepth17 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _FoamDistance * 0.3 ) ) );
|
|
#ifdef _ENABLEFOAM_ON
|
|
float staticSwitch538 = ( saturate( ( pow( saferPower557 , -1.5 ) + ( 1.0 - distanceDepth17 ) ) ) * _FoamOpacity );
|
|
#else
|
|
float staticSwitch538 = 0.0;
|
|
#endif
|
|
float Foam183 = staticSwitch538;
|
|
float4 Color502 = ( lerpResult389 + Foam183 );
|
|
|
|
float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
|
|
|
|
|
|
float3 BaseColor = Color502.rgb;
|
|
float3 Normal = Normal89;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = ( _Smoothness - Foam183 );
|
|
float Occlusion = 1;
|
|
float3 Emission = 0;
|
|
float Alpha = distanceDepth390;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = ClipPos.z;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.viewDirectionWS = ViewDirWS;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
|
#endif
|
|
|
|
#ifdef ASE_LIGHTING_SIMPLE
|
|
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
|
|
#else
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
|
|
color.rgb += BaseColor * transmission;
|
|
|
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 lightDir = Light.direction + inputData.normalWS * normal;\
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
|
|
color.rgb += BaseColor * translucency * strength;
|
|
|
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
|
|
#else
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
|
|
#if defined( ASE_OPAQUE_KEEP_ALPHA )
|
|
return half4( color.rgb, color.a );
|
|
#else
|
|
return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask R
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float _WavesSpeed;
|
|
float _Tiling;
|
|
float _NormalIntensity;
|
|
float _RefractionFactor;
|
|
float _Transparency;
|
|
float _TransparencyFade;
|
|
float _FoamTiling;
|
|
float _FoamDistance;
|
|
float _FoamOpacity;
|
|
float _Smoothness;
|
|
float _CoastalBlending;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
|
|
float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
|
|
|
|
|
|
float Alpha = distanceDepth390;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#pragma shader_feature_local _ENABLEFOAM_ON
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD1;
|
|
float4 LightCoord : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float _WavesSpeed;
|
|
float _Tiling;
|
|
float _NormalIntensity;
|
|
float _RefractionFactor;
|
|
float _Transparency;
|
|
float _TransparencyFade;
|
|
float _FoamTiling;
|
|
float _FoamDistance;
|
|
float _FoamOpacity;
|
|
float _Smoothness;
|
|
float _CoastalBlending;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _WavesNormal;
|
|
|
|
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
float2 voronoihash61( 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 voronoi61( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0; int i, j;
|
|
for ( j = -1; j <= 1; j++ )
|
|
{
|
|
for ( i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash61( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.707 * sqrt(dot( r, r ));
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord3 = screenPos;
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
|
|
output.VizUV = float4(VizUV, 0, 0);
|
|
output.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
|
|
float4 screenPos = input.ase_texcoord3;
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal341 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float mulTime524 = _TimeParameters.x * _WavesSpeed;
|
|
float Time525 = mulTime524;
|
|
float temp_output_533_0 = ( Time525 * 0.1 );
|
|
float2 appendResult106 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 WorldSpaceTile68 = ( appendResult106 * _Tiling );
|
|
float2 panner112 = ( temp_output_533_0 * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack38 = UnpackNormalScale( tex2D( _WavesNormal, panner112 ), _NormalIntensity );
|
|
unpack38.z = lerp( 1, unpack38.z, saturate(_NormalIntensity) );
|
|
float2 panner114 = ( ( 1.0 - temp_output_533_0 ) * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack46 = UnpackNormalScale( tex2D( _WavesNormal, ( 1.0 - panner114 ) ), _NormalIntensity );
|
|
unpack46.z = lerp( 1, unpack46.z, saturate(_NormalIntensity) );
|
|
float3 Normal89 = BlendNormal( unpack38 , unpack46 );
|
|
float4 temp_output_277_0 = ( ase_grabScreenPosNorm + float4( ( Normal89 * ( _RefractionFactor * 0.1 ) ) , 0.0 ) );
|
|
float4 fetchOpaqueVal274 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_277_0.xy.xy ), 1.0 );
|
|
float depthLinearEye337 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_277_0.xy ), _ZBufferParams );
|
|
float ase_depthLinearEye = LinearEyeDepth( screenPos.z / screenPos.w, _ZBufferParams );
|
|
float ifLocalVar336 = 0;
|
|
if( depthLinearEye337 > ase_depthLinearEye )
|
|
ifLocalVar336 = 1.0;
|
|
else if( depthLinearEye337 < ase_depthLinearEye )
|
|
ifLocalVar336 = 0.0;
|
|
float4 lerpResult342 = lerp( fetchOpaqueVal341 , fetchOpaqueVal274 , ifLocalVar336);
|
|
float4 Refractions282 = saturate( lerpResult342 );
|
|
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 screenDepth384 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth384 = saturate( abs( ( screenDepth384 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _Transparency ) ) );
|
|
float saferPower405 = abs( distanceDepth384 );
|
|
float4 lerpResult389 = lerp( Refractions282 , _WaterColor , pow( saferPower405 , _TransparencyFade ));
|
|
float time61 = ( Time525 * 5 );
|
|
float2 voronoiSmoothId61 = 0;
|
|
float2 coords61 = WorldSpaceTile68 * _FoamTiling;
|
|
float2 id61 = 0;
|
|
float2 uv61 = 0;
|
|
float fade61 = 0.5;
|
|
float voroi61 = 0;
|
|
float rest61 = 0;
|
|
for( int it61 = 0; it61 <3; it61++ ){
|
|
voroi61 += fade61 * voronoi61( coords61, time61, id61, uv61, 0,voronoiSmoothId61 );
|
|
rest61 += fade61;
|
|
coords61 *= 2;
|
|
fade61 *= 0.5;
|
|
}//Voronoi61
|
|
voroi61 /= rest61;
|
|
float saferPower557 = abs( ( 1.0 - voroi61 ) );
|
|
float screenDepth17 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth17 = abs( ( screenDepth17 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( _FoamDistance * 0.3 ) ) );
|
|
#ifdef _ENABLEFOAM_ON
|
|
float staticSwitch538 = ( saturate( ( pow( saferPower557 , -1.5 ) + ( 1.0 - distanceDepth17 ) ) ) * _FoamOpacity );
|
|
#else
|
|
float staticSwitch538 = 0.0;
|
|
#endif
|
|
float Foam183 = staticSwitch538;
|
|
float4 Color502 = ( lerpResult389 + Foam183 );
|
|
|
|
float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
|
|
|
|
|
|
float3 BaseColor = Color502.rgb;
|
|
float3 Emission = 0;
|
|
float Alpha = distanceDepth390;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = input.VizUV.xy;
|
|
metaInput.LightCoord = input.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#pragma shader_feature_local _ENABLEFOAM_ON
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float _WavesSpeed;
|
|
float _Tiling;
|
|
float _NormalIntensity;
|
|
float _RefractionFactor;
|
|
float _Transparency;
|
|
float _TransparencyFade;
|
|
float _FoamTiling;
|
|
float _FoamDistance;
|
|
float _FoamOpacity;
|
|
float _Smoothness;
|
|
float _CoastalBlending;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _WavesNormal;
|
|
|
|
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
float2 voronoihash61( 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 voronoi61( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0; int i, j;
|
|
for ( j = -1; j <= 1; j++ )
|
|
{
|
|
for ( i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash61( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.707 * sqrt(dot( r, r ));
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_TRANSFER_INSTANCE_ID( input, output );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord1 = screenPos;
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
|
|
float4 screenPos = input.ase_texcoord1;
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal341 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float mulTime524 = _TimeParameters.x * _WavesSpeed;
|
|
float Time525 = mulTime524;
|
|
float temp_output_533_0 = ( Time525 * 0.1 );
|
|
float2 appendResult106 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 WorldSpaceTile68 = ( appendResult106 * _Tiling );
|
|
float2 panner112 = ( temp_output_533_0 * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack38 = UnpackNormalScale( tex2D( _WavesNormal, panner112 ), _NormalIntensity );
|
|
unpack38.z = lerp( 1, unpack38.z, saturate(_NormalIntensity) );
|
|
float2 panner114 = ( ( 1.0 - temp_output_533_0 ) * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack46 = UnpackNormalScale( tex2D( _WavesNormal, ( 1.0 - panner114 ) ), _NormalIntensity );
|
|
unpack46.z = lerp( 1, unpack46.z, saturate(_NormalIntensity) );
|
|
float3 Normal89 = BlendNormal( unpack38 , unpack46 );
|
|
float4 temp_output_277_0 = ( ase_grabScreenPosNorm + float4( ( Normal89 * ( _RefractionFactor * 0.1 ) ) , 0.0 ) );
|
|
float4 fetchOpaqueVal274 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_277_0.xy.xy ), 1.0 );
|
|
float depthLinearEye337 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_277_0.xy ), _ZBufferParams );
|
|
float ase_depthLinearEye = LinearEyeDepth( screenPos.z / screenPos.w, _ZBufferParams );
|
|
float ifLocalVar336 = 0;
|
|
if( depthLinearEye337 > ase_depthLinearEye )
|
|
ifLocalVar336 = 1.0;
|
|
else if( depthLinearEye337 < ase_depthLinearEye )
|
|
ifLocalVar336 = 0.0;
|
|
float4 lerpResult342 = lerp( fetchOpaqueVal341 , fetchOpaqueVal274 , ifLocalVar336);
|
|
float4 Refractions282 = saturate( lerpResult342 );
|
|
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 screenDepth384 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth384 = saturate( abs( ( screenDepth384 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( _Transparency ) ) );
|
|
float saferPower405 = abs( distanceDepth384 );
|
|
float4 lerpResult389 = lerp( Refractions282 , _WaterColor , pow( saferPower405 , _TransparencyFade ));
|
|
float time61 = ( Time525 * 5 );
|
|
float2 voronoiSmoothId61 = 0;
|
|
float2 coords61 = WorldSpaceTile68 * _FoamTiling;
|
|
float2 id61 = 0;
|
|
float2 uv61 = 0;
|
|
float fade61 = 0.5;
|
|
float voroi61 = 0;
|
|
float rest61 = 0;
|
|
for( int it61 = 0; it61 <3; it61++ ){
|
|
voroi61 += fade61 * voronoi61( coords61, time61, id61, uv61, 0,voronoiSmoothId61 );
|
|
rest61 += fade61;
|
|
coords61 *= 2;
|
|
fade61 *= 0.5;
|
|
}//Voronoi61
|
|
voroi61 /= rest61;
|
|
float saferPower557 = abs( ( 1.0 - voroi61 ) );
|
|
float screenDepth17 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth17 = abs( ( screenDepth17 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( _FoamDistance * 0.3 ) ) );
|
|
#ifdef _ENABLEFOAM_ON
|
|
float staticSwitch538 = ( saturate( ( pow( saferPower557 , -1.5 ) + ( 1.0 - distanceDepth17 ) ) ) * _FoamOpacity );
|
|
#else
|
|
float staticSwitch538 = 0.0;
|
|
#endif
|
|
float Foam183 = staticSwitch538;
|
|
float4 Color502 = ( lerpResult389 + Foam183 );
|
|
|
|
float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_positionSSNorm.xy ),_ZBufferParams);
|
|
float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ase_positionSSNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
|
|
|
|
|
|
float3 BaseColor = Color502.rgb;
|
|
float Alpha = distanceDepth390;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
half4 texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float _WavesSpeed;
|
|
float _Tiling;
|
|
float _NormalIntensity;
|
|
float _RefractionFactor;
|
|
float _Transparency;
|
|
float _TransparencyFade;
|
|
float _FoamTiling;
|
|
float _FoamDistance;
|
|
float _FoamOpacity;
|
|
float _Smoothness;
|
|
float _CoastalBlending;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _WavesNormal;
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
void frag( PackedVaryings input
|
|
, out half4 outNormalWS : SV_Target0
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
float mulTime524 = _TimeParameters.x * _WavesSpeed;
|
|
float Time525 = mulTime524;
|
|
float temp_output_533_0 = ( Time525 * 0.1 );
|
|
float2 appendResult106 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 WorldSpaceTile68 = ( appendResult106 * _Tiling );
|
|
float2 panner112 = ( temp_output_533_0 * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack38 = UnpackNormalScale( tex2D( _WavesNormal, panner112 ), _NormalIntensity );
|
|
unpack38.z = lerp( 1, unpack38.z, saturate(_NormalIntensity) );
|
|
float2 panner114 = ( ( 1.0 - temp_output_533_0 ) * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack46 = UnpackNormalScale( tex2D( _WavesNormal, ( 1.0 - panner114 ) ), _NormalIntensity );
|
|
unpack46.z = lerp( 1, unpack46.z, saturate(_NormalIntensity) );
|
|
float3 Normal89 = BlendNormal( unpack38 , unpack46 );
|
|
|
|
float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
|
|
|
|
|
|
float3 Normal = Normal89;
|
|
float Alpha = distanceDepth390;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = NormalWS;
|
|
#endif
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
|
|
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
|
|
#pragma shader_feature_local _ENABLEFOAM_ON
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
float4 lightmapUVOrVertexSH : TEXCOORD3;
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
half4 fogFactorAndVertexLight : TEXCOORD4;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD5;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _WaterColor;
|
|
float _WavesSpeed;
|
|
float _Tiling;
|
|
float _NormalIntensity;
|
|
float _RefractionFactor;
|
|
float _Transparency;
|
|
float _TransparencyFade;
|
|
float _FoamTiling;
|
|
float _FoamDistance;
|
|
float _FoamOpacity;
|
|
float _Smoothness;
|
|
float _CoastalBlending;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
sampler2D _WavesNormal;
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
|
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
float2 voronoihash61( 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 voronoi61( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0; int i, j;
|
|
for ( j = -1; j <= 1; j++ )
|
|
{
|
|
for ( i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash61( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.707 * sqrt(dot( r, r ));
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#else
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = input.texcoord1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = input.texcoord2;
|
|
#endif
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
#endif
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
FragmentOutput frag ( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
// @diogo: mikktspace compliant
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
|
#endif
|
|
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float4 fetchOpaqueVal341 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ase_grabScreenPosNorm.xy.xy ), 1.0 );
|
|
float mulTime524 = _TimeParameters.x * _WavesSpeed;
|
|
float Time525 = mulTime524;
|
|
float temp_output_533_0 = ( Time525 * 0.1 );
|
|
float2 appendResult106 = (float2(PositionWS.x , PositionWS.z));
|
|
float2 WorldSpaceTile68 = ( appendResult106 * _Tiling );
|
|
float2 panner112 = ( temp_output_533_0 * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack38 = UnpackNormalScale( tex2D( _WavesNormal, panner112 ), _NormalIntensity );
|
|
unpack38.z = lerp( 1, unpack38.z, saturate(_NormalIntensity) );
|
|
float2 panner114 = ( ( 1.0 - temp_output_533_0 ) * float2( 1,1 ) + WorldSpaceTile68);
|
|
float3 unpack46 = UnpackNormalScale( tex2D( _WavesNormal, ( 1.0 - panner114 ) ), _NormalIntensity );
|
|
unpack46.z = lerp( 1, unpack46.z, saturate(_NormalIntensity) );
|
|
float3 Normal89 = BlendNormal( unpack38 , unpack46 );
|
|
float4 temp_output_277_0 = ( ase_grabScreenPosNorm + float4( ( Normal89 * ( _RefractionFactor * 0.1 ) ) , 0.0 ) );
|
|
float4 fetchOpaqueVal274 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_277_0.xy.xy ), 1.0 );
|
|
float depthLinearEye337 = LinearEyeDepth( SHADERGRAPH_SAMPLE_SCENE_DEPTH( temp_output_277_0.xy ), _ZBufferParams );
|
|
float ase_depthLinearEye = LinearEyeDepth( ScreenPos.z / ScreenPos.w, _ZBufferParams );
|
|
float ifLocalVar336 = 0;
|
|
if( depthLinearEye337 > ase_depthLinearEye )
|
|
ifLocalVar336 = 1.0;
|
|
else if( depthLinearEye337 < ase_depthLinearEye )
|
|
ifLocalVar336 = 0.0;
|
|
float4 lerpResult342 = lerp( fetchOpaqueVal341 , fetchOpaqueVal274 , ifLocalVar336);
|
|
float4 Refractions282 = saturate( lerpResult342 );
|
|
float screenDepth384 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth384 = saturate( abs( ( screenDepth384 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( _Transparency ) ) );
|
|
float saferPower405 = abs( distanceDepth384 );
|
|
float4 lerpResult389 = lerp( Refractions282 , _WaterColor , pow( saferPower405 , _TransparencyFade ));
|
|
float time61 = ( Time525 * 5 );
|
|
float2 voronoiSmoothId61 = 0;
|
|
float2 coords61 = WorldSpaceTile68 * _FoamTiling;
|
|
float2 id61 = 0;
|
|
float2 uv61 = 0;
|
|
float fade61 = 0.5;
|
|
float voroi61 = 0;
|
|
float rest61 = 0;
|
|
for( int it61 = 0; it61 <3; it61++ ){
|
|
voroi61 += fade61 * voronoi61( coords61, time61, id61, uv61, 0,voronoiSmoothId61 );
|
|
rest61 += fade61;
|
|
coords61 *= 2;
|
|
fade61 *= 0.5;
|
|
}//Voronoi61
|
|
voroi61 /= rest61;
|
|
float saferPower557 = abs( ( 1.0 - voroi61 ) );
|
|
float screenDepth17 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth17 = abs( ( screenDepth17 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _FoamDistance * 0.3 ) ) );
|
|
#ifdef _ENABLEFOAM_ON
|
|
float staticSwitch538 = ( saturate( ( pow( saferPower557 , -1.5 ) + ( 1.0 - distanceDepth17 ) ) ) * _FoamOpacity );
|
|
#else
|
|
float staticSwitch538 = 0.0;
|
|
#endif
|
|
float Foam183 = staticSwitch538;
|
|
float4 Color502 = ( lerpResult389 + Foam183 );
|
|
|
|
float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
|
|
|
|
|
|
float3 BaseColor = Color502.rgb;
|
|
float3 Normal = Normal89;
|
|
float3 Specular = 0.5;
|
|
float Metallic = 0;
|
|
float Smoothness = ( _Smoothness - Foam183 );
|
|
float Occlusion = 1;
|
|
float3 Emission = 0;
|
|
float Alpha = distanceDepth390;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = ClipPos.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
|
|
|
|
#ifdef ASE_FOG
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(input.positionCS,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define REQUIRE_DEPTH_TEXTURE 1
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _WaterColor;
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float _WavesSpeed;
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float _Tiling;
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float _NormalIntensity;
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float _RefractionFactor;
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float _Transparency;
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float _TransparencyFade;
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float _FoamTiling;
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float _FoamDistance;
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float _FoamOpacity;
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float _Smoothness;
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float _CoastalBlending;
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#ifdef ASE_TRANSMISSION
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float _TransmissionShadow;
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#endif
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#ifdef ASE_TRANSLUCENCY
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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struct SurfaceDescription
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{
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float Alpha;
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float AlphaClipThreshold;
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};
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PackedVaryings VertexFunction(Attributes input )
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{
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PackedVaryings output;
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ZERO_INITIALIZE(PackedVaryings, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = input.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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input.positionOS.xyz = vertexValue;
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#else
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input.positionOS.xyz += vertexValue;
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#endif
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input.normalOS = input.normalOS;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
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output.positionCS = vertexInput.positionCS;
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output.positionWS = vertexInput.positionWS;
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return output;
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}
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#if defined(ASE_TESSELLATION)
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struct VertexControl
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{
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float4 positionOS : INTERNALTESSPOS;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( Attributes input )
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{
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VertexControl output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionOS = input.positionOS;
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output.normalOS = input.normalOS;
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output.tangentOS = input.tangentOS;
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return output;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
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{
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TessellationFactors output;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
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return output;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
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{
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return patch[id];
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}
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[domain("tri")]
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PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
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{
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Attributes output = (Attributes) 0;
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output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
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output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
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output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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for (int i = 0; i < 3; ++i)
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pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
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float phongStrength = _TessPhongStrength;
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output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
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#endif
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UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
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return VertexFunction(output);
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}
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#else
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PackedVaryings vert ( Attributes input )
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{
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return VertexFunction( input );
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}
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#endif
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half4 frag( PackedVaryings input
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#if defined( ASE_DEPTH_WRITE_ON )
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,out float outputDepth : ASE_SV_DEPTH
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#endif
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) : SV_Target
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{
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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float3 PositionWS = input.positionWS;
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float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
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float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
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float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
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float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
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float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
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surfaceDescription.Alpha = distanceDepth390;
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surfaceDescription.AlphaClipThreshold = 0.5;
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#if defined( ASE_DEPTH_WRITE_ON )
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float DeviceDepth = input.positionCS.z;
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#endif
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#if _ALPHATEST_ON
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float alphaClipThreshold = 0.01f;
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#if ALPHA_CLIP_THRESHOLD
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alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
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#endif
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clip(surfaceDescription.Alpha - alphaClipThreshold);
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#endif
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#if defined( ASE_DEPTH_WRITE_ON )
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outputDepth = DeviceDepth;
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#endif
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return half4( _ObjectId, _PassValue, 1.0, 1.0 );
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}
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ENDHLSL
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}
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Pass
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{
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Name "ScenePickingPass"
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Tags { "LightMode"="Picking" }
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AlphaToMask Off
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HLSLPROGRAM
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#define ASE_GEOMETRY
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#define _NORMAL_DROPOFF_TS 1
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#define ASE_FOG 1
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define _NORMALMAP 1
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 140011
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#define REQUIRE_DEPTH_TEXTURE 1
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#pragma vertex vert
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#pragma fragment frag
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#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
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#define _SPECULAR_COLOR 1
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#endif
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#define SCENEPICKINGPASS 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
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|
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
|
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
|
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|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
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half4 tangentOS : TANGENT;
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|
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
|
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|
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struct PackedVaryings
|
|
{
|
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
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float3 positionWS : TEXCOORD0;
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|
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
|
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|
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CBUFFER_START(UnityPerMaterial)
|
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float4 _WaterColor;
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float _WavesSpeed;
|
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float _Tiling;
|
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float _NormalIntensity;
|
|
float _RefractionFactor;
|
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float _Transparency;
|
|
float _TransparencyFade;
|
|
float _FoamTiling;
|
|
float _FoamDistance;
|
|
float _FoamOpacity;
|
|
float _Smoothness;
|
|
float _CoastalBlending;
|
|
#ifdef ASE_TRANSMISSION
|
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float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
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float _TransStrength;
|
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float _TransNormal;
|
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float _TransScattering;
|
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float _TransDirect;
|
|
float _TransAmbient;
|
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float _TransShadow;
|
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#endif
|
|
#ifdef ASE_TESSELLATION
|
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float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
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float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
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|
|
|
|
|
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|
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struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
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|
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PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
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UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( PackedVaryings input
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
|
|
|
float screenDepth390 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ScreenPosNorm.xy ),_ZBufferParams);
|
|
float distanceDepth390 = saturate( abs( ( screenDepth390 - LinearEyeDepth( ScreenPosNorm.z,_ZBufferParams ) ) / ( ( _CoastalBlending * 0.5 ) ) ) );
|
|
|
|
|
|
surfaceDescription.Alpha = distanceDepth390;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return unity_SelectionID;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
|
|
/*ASEBEGIN
|
|
Version=19904
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;391;-1555.582,-306.6877;Inherit;False;Property;_CoastalBlending;Coastal Blending;8;0;Create;True;0;0;0;False;0;False;1;0.17;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;529;-2584.429,-805.9885;Inherit;False;832;251;;1;524;Time;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;95;-2583.085,-471.5587;Inherit;False;914.8306;366.1572;;3;68;66;106;World Space Tile;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;94;-4846.841,-813.0936;Inherit;False;2186.94;615.6711;;2;547;532;Normal;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;-4846.876,-1485.19;Inherit;False;2192.071;602.2827;;4;18;531;183;538;Foam;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-4846.966,-109.4729;Inherit;False;2184.978;814.9983;;5;342;302;282;341;274;Refraction;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;504;-2587.859,-1490.296;Inherit;False;1538.612;598.8039;;1;385;Color;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;392;-1263.46,-305.5437;Inherit;False;0.5;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;58;-2519.143,-706.5082;Inherit;False;Property;_WavesSpeed;Waves Speed;4;0;Create;True;0;0;0;False;0;False;0.3;0.15;0.1;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;524;-2216.503,-706.0734;Inherit;False;1;0;FLOAT;0.01;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;525;-1997.5,-706.0734;Inherit;False;Time;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;66;-2535.119,-371.4225;Inherit;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;100;-2275.704,-212.4924;Inherit;False;Property;_Tiling;Tiling;3;0;Create;False;0;0;0;False;0;False;0.15;0.15;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;106;-2274.506,-336.3506;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;532;-4811.517,-526.2394;Inherit;False;525;Time;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;533;-4628.842,-525.9211;Inherit;False;0.1;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;564;-2058.308,-281.5123;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;546;-4424.781,-349.8685;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;68;-1882.602,-282.2153;Inherit;False;WorldSpaceTile;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;-4194.032,-342.7578;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;-4389.567,-528.772;Inherit;False;68;WorldSpaceTile;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;-4002.688,-390.5459;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;1,1;False;1;FLOAT;1;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;127;-4051.327,-538.0314;Inherit;False;Property;_NormalIntensity;Normal Intensity;5;0;Create;True;0;0;0;True;0;False;1;0.65;0;2;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;547;-4430.116,-615.9222;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;-4000.802,-722.5079;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;1,1;False;1;FLOAT;1;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;475;-3714.394,-319.2642;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-3746.536,-577.0309;Inherit;True;Property;_WavesNormal;Waves Normal;0;2;[NoScaleOffset];[Normal];Create;True;0;0;0;False;0;False;None;None;True;bump;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;562;-3742.636,-581.6293;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;563;-3743.636,-356.6293;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;46;-3452.905,-435.7638;Inherit;True;Property;_TextureSample1;Texture Sample 1;9;1;[Normal];Create;True;0;0;0;False;0;False;88;None;None;True;0;True;bump;Auto;True;Instance;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;38;-3453.7,-751.3057;Inherit;True;Property;_TextureSample0;Texture Sample 0;8;1;[Normal];Create;True;0;0;0;False;0;False;88;None;None;True;0;True;bump;Auto;True;Instance;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.BlendNormalsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-3088.602,-589.6835;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;89;-2868.122,-593.9658;Inherit;False;Normal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;276;-4813.861,364.0716;Inherit;False;Property;_RefractionFactor;Refraction Factor;9;0;Create;True;0;0;0;False;0;False;0.5;0.7;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;531;-4797.42,-1299.021;Inherit;False;525;Time;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;-4638.324,-1404.5;Inherit;False;68;WorldSpaceTile;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;560;-4581.165,-1298.973;Inherit;False;5;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;344;-4514.776,368.3385;Inherit;False;0.1;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;281;-4547.08,239.1602;Inherit;False;89;Normal;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;5;-4581.932,-1196.854;Inherit;False;Property;_FoamTiling;Tiling;11;0;Create;False;0;0;0;False;0;False;50;4;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;-4693.312,-1019.369;Inherit;False;Property;_FoamDistance;Distance;13;0;Create;False;0;0;0;False;0;False;0.07;0.207;0.01;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;561;-4369.381,-1018.894;Inherit;False;0.3;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;278;-4298.193,286.221;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GrabScreenPosition, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;273;-4391.817,-15.88059;Inherit;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.VoronoiNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;61;-4356.62,-1323.371;Inherit;False;0;1;1;0;3;False;1;False;False;False;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;3;FLOAT;0;FLOAT;1;FLOAT2;2
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;559;-4075.166,-1323.973;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;558;-4077.166,-1164.973;Inherit;False;Constant;_Float0;Float 0;20;0;Create;True;0;0;0;False;0;False;-1.5;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;17;-4168.696,-1042.887;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;277;-4107.907,168.8873;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT4;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;-3868.313,612.9766;Inherit;False;Constant;_Float2;Float 2;13;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;557;-3889.166,-1254.973;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;-3888.096,-1043.147;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SurfaceDepthNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;338;-3980.032,418.3849;Inherit;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ScreenDepthNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;337;-3925.868,322.9119;Inherit;False;0;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;339;-3868.641,518.1597;Inherit;False;Constant;_Float1;Float 1;13;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;186;-3679.546,-1165.326;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ConditionalIfNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;336;-3655.318,430.938;Inherit;False;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;341;-3713.221,-16.95279;Inherit;False;Global;_GrabScreen1;Grab Screen 1;12;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;274;-3661.647,169.8504;Inherit;False;Global;_GrabScreen0;Grab Screen 0;12;0;Create;True;0;0;0;False;0;False;Object;-1;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;188;-3528.267,-1166.05;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;410;-3660.923,-1027.311;Inherit;False;Property;_FoamOpacity;Opacity;12;0;Create;False;0;0;0;False;0;False;0;0.2;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;342;-3346.864,171.2634;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3327.13,-1105.829;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;302;-3145.958,171.6933;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;385;-2557.504,-1130.779;Inherit;False;Property;_Transparency;Transparency;6;0;Create;True;0;0;0;False;0;False;0;1.99;0;10;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;384;-2258.301,-1153.979;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;406;-2291.112,-1034.65;Inherit;False;Property;_TransparencyFade;Transparency Fade;7;0;Create;True;0;0;0;False;0;False;0;0.4;0;2;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;282;-2955.281,171.0323;Inherit;False;Refractions;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;538;-3160.494,-1130.239;Inherit;False;Property;_EnableFoam;Enable;10;0;Create;False;0;0;0;False;2;Header(Foam);Space(5);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;381;-1970.564,-1406.371;Inherit;False;282;Refractions;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;85;-2007.613,-1301.857;Inherit;False;Property;_WaterColor;Water Color;1;0;Create;True;0;0;0;False;2;Header(Water);Space(5);False;0.2705882,0.4823529,0.5372549,0;0.2716558,0.4827171,0.539,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;405;-1938.112,-1100.649;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-2905.787,-1130.36;Inherit;False;Foam;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;408;-1708.558,-1085.917;Inherit;False;183;Foam;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;389;-1695.62,-1257.237;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;407;-1469.256,-1176.618;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;502;-1273.207,-1182.801;Inherit;False;Color;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;16;-1311.092,-538.3046;Inherit;False;Property;_Smoothness;Smoothness;2;0;Create;True;0;0;0;False;0;False;0.96;0.917;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;498;-1214.798,-434.9816;Inherit;False;183;Foam;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.DepthFade, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;390;-1094.584,-329.6877;Inherit;False;True;True;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;505;-1025.322,-703.5594;Inherit;False;502;Color;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;-1024.467,-604.3355;Inherit;False;89;Normal;1;0;OBJECT;;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;499;-994.7999,-498.9826;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;565;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;566;-770.1937,-607.7742;Float;False;True;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;Raygeas/URP/Water;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;48;Category;0;0; Instanced Terrain Normals;1;0;Lighting Model;0;0;Workflow;1;0;Surface;1;638964670940466471; Keep Alpha;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;0;638964670893611034;Alpha Clipping;0;638964670911518506; Use Shadow Threshold;0;0;Fragment Normal Space;0;0;Forward Only;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;0;638964670987590004;Receive Shadows;2;0;Specular Highlights;2;0;Environment Reflections;2;0;Receive SSAO;0;638964671025580737;GPU Instancing;0;638964671041192249;LOD CrossFade;0;638964671044842791;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;Debug Display;1;0;Clear Coat;0;0;0;10;False;True;False;True;True;True;True;True;True;True;False;;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;567;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;568;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;569;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;570;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;571;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;572;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;573;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;574;-770.1937,-607.7742;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
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ASEEND*/
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//CHKSM=5BD071756E30EF988CE530D5B0A5DA73A5B58DB2 |