4394 lines
187 KiB
GLSL
4394 lines
187 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/Surface"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[Header(Main Maps)][Space(5)] _Tiling( "Tiling", Float ) = 1
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[NoScaleOffset][Space(5)] _MainTex( "Albedo", 2D ) = "white" {}
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[NoScaleOffset][Normal] _BumpMap( "Normal", 2D ) = "bump" {}
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[NoScaleOffset] _MetallicGlossMap( "Metallic/Smoothness", 2D ) = "white" {}
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[NoScaleOffset] _OcclusionMap( "Occlusion", 2D ) = "white" {}
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[Header(Main Settings)][Space(5)] _Color( "Color", Color ) = ( 1, 1, 1, 0 )
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_BumpScale( "Normal", Float ) = 1
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_Metallic( "Metallic", Range( 0, 1 ) ) = 0
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_Glossiness( "Smoothness", Range( 0, 1 ) ) = 0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel( "Smoothness Source", Float ) = 0
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_OcclusionStrength( "Occlusion", Range( 0, 1 ) ) = 1
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[Space(15)][Header(Coverage Maps)][Space(5)] _CovTiling( "Tiling", Float ) = 1
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[NoScaleOffset][Space(5)] _CovMainTex( "Albedo", 2D ) = "white" {}
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[NoScaleOffset][Normal] _CovBumpMap( "Normal", 2D ) = "bump" {}
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[NoScaleOffset] _CoverageMetallicSmoothness( "Metallic/Smoothness", 2D ) = "white" {}
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[NoScaleOffset] _CovMask( "Coverage Mask", 2D ) = "white" {}
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[Header(Coverage Settings)][Space(5)][Toggle( _COVERAGEON_ON )] _Coverageon( "Enable", Float ) = 0
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[Space(15)] _CovColor( "Color", Color ) = ( 1, 1, 1, 0 )
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_CovBumpScale( "Normal", Float ) = 1
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_CovMetallic( "Metallic", Range( 0, 1 ) ) = 0
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_CovGlossiness( "Smoothness", Range( 0, 1 ) ) = 0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _CovSmoothnessTextureChannel( "Smoothness Source", Float ) = 0
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[Enum(World Normal,0,Vertex Position,1)][Space(15)] _CovOverlayMethod( "Overlay Method", Float ) = 0
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_CovOffset( "Offset", Float ) = 1
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_CovBalance( "Balance", Float ) = -1
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_MaskContrast( "Mask Contrast", Float ) = 1
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_NormalBlending( "Normal Blending", Range( 0, 1 ) ) = 1
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[Space(15)] _MaskTilingX( "Mask Tiling X", Float ) = 1
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_MaskTilingY( "Mask Tiling Y", Float ) = 1
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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"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite On
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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 One Zero, One Zero
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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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#pragma multi_compile_local_fragment _ALPHATEST_ON
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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_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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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 _NORMALMAP 1
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 140011
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#define ASE_USING_SAMPLING_MACROS 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_TEXTURE_COORDINATES0
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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_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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#pragma shader_feature_local _COVERAGEON_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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float4 ase_texcoord6 : TEXCOORD6;
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float4 ase_texcoord7 : TEXCOORD7;
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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 _Color;
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float4 _CovColor;
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float _CovSmoothnessTextureChannel;
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float _Glossiness;
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float _SmoothnessTextureChannel;
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float _CovMetallic;
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float _Metallic;
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float _NormalBlending;
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float _CovBumpScale;
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float _MaskContrast;
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float _MaskTilingY;
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float _MaskTilingX;
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float _CovBalance;
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float _CovOffset;
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float _CovOverlayMethod;
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float _BumpScale;
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float _CovTiling;
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float _Tiling;
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float _CovGlossiness;
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float _OcclusionStrength;
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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;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_Linear_Repeat);
|
|
TEXTURE2D(_CovMainTex);
|
|
SAMPLER(sampler_CovMainTex);
|
|
TEXTURE2D(_BumpMap);
|
|
TEXTURE2D(_CovMask);
|
|
TEXTURE2D(_CovBumpMap);
|
|
SAMPLER(sampler_CovBumpMap);
|
|
TEXTURE2D(_MetallicGlossMap);
|
|
TEXTURE2D(_CoverageMetallicSmoothness);
|
|
SAMPLER(sampler_CoverageMetallicSmoothness);
|
|
TEXTURE2D(_OcclusionMap);
|
|
|
|
|
|
inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
|
yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
|
zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
|
}
|
|
|
|
inline float3 TriplanarSampling432( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
|
yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
|
zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
|
xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
|
yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
|
zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
|
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
|
}
|
|
|
|
inline float4 TriplanarSampling430( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
|
yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
|
zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord6.xy = input.texcoord.xy;
|
|
output.ase_texcoord7 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord6.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#else
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = input.texcoord1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = input.texcoord2;
|
|
#endif
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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
|
|
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
|
float2 texCoord472 = input.ase_texcoord6.xy * temp_cast_0 + float2( 0,0 );
|
|
float2 Tiling462 = texCoord472;
|
|
float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 );
|
|
float4 temp_output_3_0 = ( _Color * tex2DNode2 );
|
|
float CoverageTiling463 = _CovTiling;
|
|
float2 temp_cast_1 = (CoverageTiling463).xx;
|
|
float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, NormalWS, 10.0, temp_cast_1, 1.0, 0 );
|
|
float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale );
|
|
unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) );
|
|
float3 tex2DNode6 = unpack6;
|
|
float3 MainNormalMap454 = tex2DNode6;
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
|
float3 tanNormal283 = MainNormalMap454;
|
|
float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) );
|
|
float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord7.xyz.y , _CovOverlayMethod);
|
|
float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) );
|
|
float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance);
|
|
float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY));
|
|
float2 texCoord545 = input.ase_texcoord6.xy * appendResult550 + float2( 0,0 );
|
|
float2 MaskTiling551 = texCoord545;
|
|
float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 );
|
|
float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast);
|
|
float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) );
|
|
float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float4 staticSwitch304 = lerpResult302;
|
|
#else
|
|
float4 staticSwitch304 = temp_output_3_0;
|
|
#endif
|
|
float4 Albedo19 = staticSwitch304;
|
|
|
|
float2 temp_cast_4 = (CoverageTiling463).xx;
|
|
float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS );
|
|
float3 triplanar432 = TriplanarSampling432( _CovBumpMap, sampler_CovBumpMap, PositionWS, NormalWS, 10.0, temp_cast_4, _CovBumpScale, 0 );
|
|
float3 tanTriplanarNormal432 = mul( ase_worldToTangent, triplanar432 );
|
|
float3 lerpResult515 = lerp( BlendNormal( tex2DNode6 , tanTriplanarNormal432 ) , tanTriplanarNormal432 , ( 1.0 - _NormalBlending ));
|
|
float3 lerpResult309 = lerp( tex2DNode6 , lerpResult515 , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float3 staticSwitch308 = lerpResult309;
|
|
#else
|
|
float3 staticSwitch308 = tex2DNode6;
|
|
#endif
|
|
float3 Normal75 = staticSwitch308;
|
|
|
|
float4 tex2DNode239 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_Linear_Repeat, Tiling462 );
|
|
float temp_output_241_0 = ( _Metallic * tex2DNode239.r );
|
|
float2 temp_cast_5 = (CoverageTiling463).xx;
|
|
float4 triplanar430 = TriplanarSampling430( _CoverageMetallicSmoothness, sampler_CoverageMetallicSmoothness, PositionWS, NormalWS, 10.0, temp_cast_5, 1.0, 0 );
|
|
float lerpResult335 = lerp( temp_output_241_0 , ( _CovMetallic * triplanar430.x ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float staticSwitch340 = lerpResult335;
|
|
#else
|
|
float staticSwitch340 = temp_output_241_0;
|
|
#endif
|
|
float Metallic262 = staticSwitch340;
|
|
|
|
float AlbedoAlpha434 = tex2DNode2.a;
|
|
float lerpResult441 = lerp( tex2DNode239.a , AlbedoAlpha434 , _SmoothnessTextureChannel);
|
|
float temp_output_240_0 = ( lerpResult441 * _Glossiness );
|
|
float CoverageAlbedoAlpha369 = triplanar421.a;
|
|
float lerpResult451 = lerp( triplanar430.a , CoverageAlbedoAlpha369 , _CovSmoothnessTextureChannel);
|
|
float lerpResult333 = lerp( temp_output_240_0 , ( lerpResult451 * _CovGlossiness ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float staticSwitch339 = lerpResult333;
|
|
#else
|
|
float staticSwitch339 = temp_output_240_0;
|
|
#endif
|
|
float Smoothness263 = staticSwitch339;
|
|
|
|
float lerpResult410 = lerp( 1.0 , SAMPLE_TEXTURE2D( _OcclusionMap, sampler_Linear_Repeat, Tiling462 ).g , _OcclusionStrength);
|
|
float Ambient_Occlusion415 = lerpResult410;
|
|
|
|
|
|
float3 BaseColor = Albedo19.rgb;
|
|
float3 Normal = Normal75;
|
|
float3 Specular = 0.5;
|
|
float Metallic = Metallic262;
|
|
float Smoothness = Smoothness263;
|
|
float Occlusion = Ambient_Occlusion415;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = ClipPos.z;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.viewDirectionWS = ViewDirWS;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
|
#endif
|
|
|
|
#ifdef ASE_LIGHTING_SIMPLE
|
|
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
|
|
#else
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
|
|
color.rgb += BaseColor * transmission;
|
|
|
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSMISSION( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
|
half3 lightDir = Light.direction + inputData.normalWS * normal;\
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
|
|
color.rgb += BaseColor * translucency * strength;
|
|
|
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
|
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
|
#if USE_FORWARD_PLUS
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
}
|
|
#endif
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
#ifdef _LIGHT_LAYERS
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
|
#endif
|
|
{
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
|
}
|
|
LIGHT_LOOP_END
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
|
|
#else
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
|
|
#if defined( ASE_OPAQUE_KEEP_ALPHA )
|
|
return half4( color.rgb, color.a );
|
|
#else
|
|
return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#pragma multi_compile_local _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
output.positionCS = positionCS;
|
|
output.positionWS = positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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 Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
#if defined( _ALPHATEST_SHADOW_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThresholdShadow );
|
|
#else
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask R
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#pragma multi_compile_local _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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 Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#define ASE_GEOMETRY
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_VERT_TANGENT
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
#pragma shader_feature_local _COVERAGEON_ON
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD1;
|
|
float4 LightCoord : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_Linear_Repeat);
|
|
TEXTURE2D(_CovMainTex);
|
|
SAMPLER(sampler_CovMainTex);
|
|
TEXTURE2D(_BumpMap);
|
|
TEXTURE2D(_CovMask);
|
|
|
|
|
|
inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
|
yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
|
zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
output.ase_texcoord4.xyz = ase_normalWS;
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
|
output.ase_texcoord5.xyz = ase_tangentWS;
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
|
output.ase_texcoord6.xyz = ase_bitangentWS;
|
|
|
|
output.ase_texcoord3.xy = input.texcoord0.xy;
|
|
output.ase_texcoord7 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord3.zw = 0;
|
|
output.ase_texcoord4.w = 0;
|
|
output.ase_texcoord5.w = 0;
|
|
output.ase_texcoord6.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
|
|
output.VizUV = float4(VizUV, 0, 0);
|
|
output.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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;
|
|
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
|
float2 texCoord472 = input.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 );
|
|
float2 Tiling462 = texCoord472;
|
|
float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 );
|
|
float4 temp_output_3_0 = ( _Color * tex2DNode2 );
|
|
float CoverageTiling463 = _CovTiling;
|
|
float2 temp_cast_1 = (CoverageTiling463).xx;
|
|
float3 ase_normalWS = input.ase_texcoord4.xyz;
|
|
float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, ase_normalWS, 10.0, temp_cast_1, 1.0, 0 );
|
|
float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale );
|
|
unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) );
|
|
float3 tex2DNode6 = unpack6;
|
|
float3 MainNormalMap454 = tex2DNode6;
|
|
float3 ase_tangentWS = input.ase_texcoord5.xyz;
|
|
float3 ase_bitangentWS = input.ase_texcoord6.xyz;
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
|
float3 tanNormal283 = MainNormalMap454;
|
|
float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) );
|
|
float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord7.xyz.y , _CovOverlayMethod);
|
|
float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) );
|
|
float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance);
|
|
float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY));
|
|
float2 texCoord545 = input.ase_texcoord3.xy * appendResult550 + float2( 0,0 );
|
|
float2 MaskTiling551 = texCoord545;
|
|
float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 );
|
|
float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast);
|
|
float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) );
|
|
float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float4 staticSwitch304 = lerpResult302;
|
|
#else
|
|
float4 staticSwitch304 = temp_output_3_0;
|
|
#endif
|
|
float4 Albedo19 = staticSwitch304;
|
|
|
|
|
|
float3 BaseColor = Albedo19.rgb;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = input.VizUV.xy;
|
|
metaInput.LightCoord = input.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define ASE_GEOMETRY
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_VERT_TANGENT
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
#pragma shader_feature_local _COVERAGEON_ON
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_Linear_Repeat);
|
|
TEXTURE2D(_CovMainTex);
|
|
SAMPLER(sampler_CovMainTex);
|
|
TEXTURE2D(_BumpMap);
|
|
TEXTURE2D(_CovMask);
|
|
|
|
|
|
inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
|
yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
|
zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_TRANSFER_INSTANCE_ID( input, output );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
output.ase_texcoord2.xyz = ase_normalWS;
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
|
output.ase_texcoord3.xyz = ase_tangentWS;
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
|
output.ase_texcoord4.xyz = ase_bitangentWS;
|
|
|
|
output.ase_texcoord1.xy = input.ase_texcoord.xy;
|
|
output.ase_texcoord5 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord1.zw = 0;
|
|
output.ase_texcoord2.w = 0;
|
|
output.ase_texcoord3.w = 0;
|
|
output.ase_texcoord4.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
|
#else
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
float3 PositionWS = input.positionWS;
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
|
float4 ShadowCoord = shadowCoord;
|
|
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
|
float2 texCoord472 = input.ase_texcoord1.xy * temp_cast_0 + float2( 0,0 );
|
|
float2 Tiling462 = texCoord472;
|
|
float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 );
|
|
float4 temp_output_3_0 = ( _Color * tex2DNode2 );
|
|
float CoverageTiling463 = _CovTiling;
|
|
float2 temp_cast_1 = (CoverageTiling463).xx;
|
|
float3 ase_normalWS = input.ase_texcoord2.xyz;
|
|
float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, ase_normalWS, 10.0, temp_cast_1, 1.0, 0 );
|
|
float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale );
|
|
unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) );
|
|
float3 tex2DNode6 = unpack6;
|
|
float3 MainNormalMap454 = tex2DNode6;
|
|
float3 ase_tangentWS = input.ase_texcoord3.xyz;
|
|
float3 ase_bitangentWS = input.ase_texcoord4.xyz;
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
|
float3 tanNormal283 = MainNormalMap454;
|
|
float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) );
|
|
float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord5.xyz.y , _CovOverlayMethod);
|
|
float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) );
|
|
float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance);
|
|
float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY));
|
|
float2 texCoord545 = input.ase_texcoord1.xy * appendResult550 + float2( 0,0 );
|
|
float2 MaskTiling551 = texCoord545;
|
|
float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 );
|
|
float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast);
|
|
float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) );
|
|
float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float4 staticSwitch304 = lerpResult302;
|
|
#else
|
|
float4 staticSwitch304 = temp_output_3_0;
|
|
#endif
|
|
float4 Albedo19 = staticSwitch304;
|
|
|
|
|
|
float3 BaseColor = Albedo19.rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormals" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#pragma multi_compile_local _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
#pragma shader_feature_local _COVERAGEON_ON
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
half4 texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
TEXTURE2D(_BumpMap);
|
|
SAMPLER(sampler_Linear_Repeat);
|
|
TEXTURE2D(_CovBumpMap);
|
|
SAMPLER(sampler_CovBumpMap);
|
|
TEXTURE2D(_CovMask);
|
|
|
|
|
|
inline float3 TriplanarSampling432( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
|
yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
|
zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
|
xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
|
yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
|
zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
|
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord3.xy = input.texcoord.xy;
|
|
output.ase_texcoord4 = input.positionOS;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord3.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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
|
|
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
|
float2 texCoord472 = input.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 );
|
|
float2 Tiling462 = texCoord472;
|
|
float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale );
|
|
unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) );
|
|
float3 tex2DNode6 = unpack6;
|
|
float CoverageTiling463 = _CovTiling;
|
|
float2 temp_cast_1 = (CoverageTiling463).xx;
|
|
float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS );
|
|
float3 triplanar432 = TriplanarSampling432( _CovBumpMap, sampler_CovBumpMap, PositionWS, NormalWS, 10.0, temp_cast_1, _CovBumpScale, 0 );
|
|
float3 tanTriplanarNormal432 = mul( ase_worldToTangent, triplanar432 );
|
|
float3 lerpResult515 = lerp( BlendNormal( tex2DNode6 , tanTriplanarNormal432 ) , tanTriplanarNormal432 , ( 1.0 - _NormalBlending ));
|
|
float3 MainNormalMap454 = tex2DNode6;
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
|
float3 tanNormal283 = MainNormalMap454;
|
|
float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) );
|
|
float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord4.xyz.y , _CovOverlayMethod);
|
|
float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) );
|
|
float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance);
|
|
float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY));
|
|
float2 texCoord545 = input.ase_texcoord3.xy * appendResult550 + float2( 0,0 );
|
|
float2 MaskTiling551 = texCoord545;
|
|
float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 );
|
|
float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast);
|
|
float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) );
|
|
float3 lerpResult309 = lerp( tex2DNode6 , lerpResult515 , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float3 staticSwitch308 = lerpResult309;
|
|
#else
|
|
float3 staticSwitch308 = tex2DNode6;
|
|
#endif
|
|
float3 Normal75 = staticSwitch308;
|
|
|
|
|
|
float3 Normal = Normal75;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = NormalWS;
|
|
#endif
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "GBuffer"
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
|
|
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
|
|
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
#endif
|
|
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
|
#define ASE_NEEDS_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
|
#pragma shader_feature_local _COVERAGEON_ON
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
half3 normalWS : TEXCOORD1;
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
|
float4 lightmapUVOrVertexSH : TEXCOORD3;
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
half4 fogFactorAndVertexLight : TEXCOORD4;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD5;
|
|
#endif
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_Linear_Repeat);
|
|
TEXTURE2D(_CovMainTex);
|
|
SAMPLER(sampler_CovMainTex);
|
|
TEXTURE2D(_BumpMap);
|
|
TEXTURE2D(_CovMask);
|
|
TEXTURE2D(_CovBumpMap);
|
|
SAMPLER(sampler_CovBumpMap);
|
|
TEXTURE2D(_MetallicGlossMap);
|
|
TEXTURE2D(_CoverageMetallicSmoothness);
|
|
SAMPLER(sampler_CoverageMetallicSmoothness);
|
|
TEXTURE2D(_OcclusionMap);
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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|
inline float4 TriplanarSampling421( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
|
yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
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zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
|
}
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|
|
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inline float3 TriplanarSampling432( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
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yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
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zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
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xNorm.xyz = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
|
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yNorm.xyz = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
|
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zNorm.xyz = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
|
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return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
|
|
}
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|
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inline float4 TriplanarSampling430( TEXTURE2D(topTexMap), SAMPLER(samplertopTexMap), float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
|
|
{
|
|
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
|
|
projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
|
|
float3 nsign = sign( worldNormal );
|
|
half4 xNorm; half4 yNorm; half4 zNorm;
|
|
xNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) );
|
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yNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) );
|
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zNorm = SAMPLE_TEXTURE2D( topTexMap, samplertopTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
|
|
return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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|
|
output.ase_texcoord6.xy = input.texcoord.xy;
|
|
output.ase_texcoord7 = input.positionOS;
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|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord6.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
input.tangentOS = input.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#else
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = normalInput.normalWS;
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
output.tangentWS.zw = input.texcoord.xy;
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
float4 texcoord1 : TEXCOORD1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
float4 texcoord2 : TEXCOORD2;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
output.texcoord = input.texcoord;
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
|
output.texcoord1 = input.texcoord1;
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
|
output.texcoord2 = input.texcoord2;
|
|
#endif
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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
|
|
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
|
float2 texCoord472 = input.ase_texcoord6.xy * temp_cast_0 + float2( 0,0 );
|
|
float2 Tiling462 = texCoord472;
|
|
float4 tex2DNode2 = SAMPLE_TEXTURE2D( _MainTex, sampler_Linear_Repeat, Tiling462 );
|
|
float4 temp_output_3_0 = ( _Color * tex2DNode2 );
|
|
float CoverageTiling463 = _CovTiling;
|
|
float2 temp_cast_1 = (CoverageTiling463).xx;
|
|
float4 triplanar421 = TriplanarSampling421( _CovMainTex, sampler_CovMainTex, PositionWS, NormalWS, 10.0, temp_cast_1, 1.0, 0 );
|
|
float3 unpack6 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_Linear_Repeat, Tiling462 ), _BumpScale );
|
|
unpack6.z = lerp( 1, unpack6.z, saturate(_BumpScale) );
|
|
float3 tex2DNode6 = unpack6;
|
|
float3 MainNormalMap454 = tex2DNode6;
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
|
float3 tanNormal283 = MainNormalMap454;
|
|
float3 worldNormal283 = float3( dot( tanToWorld0, tanNormal283 ), dot( tanToWorld1, tanNormal283 ), dot( tanToWorld2, tanNormal283 ) );
|
|
float lerpResult457 = lerp( worldNormal283.y , input.ase_texcoord7.xyz.y , _CovOverlayMethod);
|
|
float temp_output_289_0 = ( lerpResult457 + ( 1.0 - _CovOffset ) );
|
|
float lerpResult541 = lerp( temp_output_289_0 , ( 1.0 - temp_output_289_0 ) , _CovBalance);
|
|
float2 appendResult550 = (float2(_MaskTilingX , _MaskTilingY));
|
|
float2 texCoord545 = input.ase_texcoord6.xy * appendResult550 + float2( 0,0 );
|
|
float2 MaskTiling551 = texCoord545;
|
|
float4 tex2DNode507 = SAMPLE_TEXTURE2D( _CovMask, sampler_Linear_Repeat, MaskTiling551 );
|
|
float lerpResult524 = lerp( ( 1.0 - tex2DNode507.g ) , tex2DNode507.g , _MaskContrast);
|
|
float CoverageMask297 = saturate( ( lerpResult541 * saturate( lerpResult524 ) ) );
|
|
float4 lerpResult302 = lerp( temp_output_3_0 , ( _CovColor * triplanar421 ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float4 staticSwitch304 = lerpResult302;
|
|
#else
|
|
float4 staticSwitch304 = temp_output_3_0;
|
|
#endif
|
|
float4 Albedo19 = staticSwitch304;
|
|
|
|
float2 temp_cast_4 = (CoverageTiling463).xx;
|
|
float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS );
|
|
float3 triplanar432 = TriplanarSampling432( _CovBumpMap, sampler_CovBumpMap, PositionWS, NormalWS, 10.0, temp_cast_4, _CovBumpScale, 0 );
|
|
float3 tanTriplanarNormal432 = mul( ase_worldToTangent, triplanar432 );
|
|
float3 lerpResult515 = lerp( BlendNormal( tex2DNode6 , tanTriplanarNormal432 ) , tanTriplanarNormal432 , ( 1.0 - _NormalBlending ));
|
|
float3 lerpResult309 = lerp( tex2DNode6 , lerpResult515 , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float3 staticSwitch308 = lerpResult309;
|
|
#else
|
|
float3 staticSwitch308 = tex2DNode6;
|
|
#endif
|
|
float3 Normal75 = staticSwitch308;
|
|
|
|
float4 tex2DNode239 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_Linear_Repeat, Tiling462 );
|
|
float temp_output_241_0 = ( _Metallic * tex2DNode239.r );
|
|
float2 temp_cast_5 = (CoverageTiling463).xx;
|
|
float4 triplanar430 = TriplanarSampling430( _CoverageMetallicSmoothness, sampler_CoverageMetallicSmoothness, PositionWS, NormalWS, 10.0, temp_cast_5, 1.0, 0 );
|
|
float lerpResult335 = lerp( temp_output_241_0 , ( _CovMetallic * triplanar430.x ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float staticSwitch340 = lerpResult335;
|
|
#else
|
|
float staticSwitch340 = temp_output_241_0;
|
|
#endif
|
|
float Metallic262 = staticSwitch340;
|
|
|
|
float AlbedoAlpha434 = tex2DNode2.a;
|
|
float lerpResult441 = lerp( tex2DNode239.a , AlbedoAlpha434 , _SmoothnessTextureChannel);
|
|
float temp_output_240_0 = ( lerpResult441 * _Glossiness );
|
|
float CoverageAlbedoAlpha369 = triplanar421.a;
|
|
float lerpResult451 = lerp( triplanar430.a , CoverageAlbedoAlpha369 , _CovSmoothnessTextureChannel);
|
|
float lerpResult333 = lerp( temp_output_240_0 , ( lerpResult451 * _CovGlossiness ) , CoverageMask297);
|
|
#ifdef _COVERAGEON_ON
|
|
float staticSwitch339 = lerpResult333;
|
|
#else
|
|
float staticSwitch339 = temp_output_240_0;
|
|
#endif
|
|
float Smoothness263 = staticSwitch339;
|
|
|
|
float lerpResult410 = lerp( 1.0 , SAMPLE_TEXTURE2D( _OcclusionMap, sampler_Linear_Repeat, Tiling462 ).g , _OcclusionStrength);
|
|
float Ambient_Occlusion415 = lerpResult410;
|
|
|
|
|
|
float3 BaseColor = Albedo19.rgb;
|
|
float3 Normal = Normal75;
|
|
float3 Specular = 0.5;
|
|
float Metallic = Metallic262;
|
|
float Smoothness = Smoothness263;
|
|
float Occlusion = Ambient_Occlusion415;
|
|
float3 Emission = 0;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = ClipPos.z;
|
|
#endif
|
|
|
|
#if defined( _ALPHATEST_ON )
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
|
#endif
|
|
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = PositionWS;
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
|
inputData.shadowCoord = ShadowCoord;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
#else
|
|
inputData.normalWS = NormalWS;
|
|
#endif
|
|
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
|
|
|
|
#ifdef ASE_FOG
|
|
// @diogo: no fog applied in GBuffer
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecal(input.positionCS,
|
|
BaseColor,
|
|
Specular,
|
|
inputData.normalWS,
|
|
Metallic,
|
|
Occlusion,
|
|
Smoothness);
|
|
#endif
|
|
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
|
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
half4 color;
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
|
color.a = Alpha;
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction(Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return half4( _ObjectId, _PassValue, 1.0, 1.0 );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define ASE_GEOMETRY
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
#define _NORMALMAP 1
|
|
#define ASE_VERSION 19904
|
|
#define ASE_SRP_VERSION 140011
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
|
#define _SPECULAR_COLOR 1
|
|
#endif
|
|
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140009
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float3 positionWS : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _Color;
|
|
float4 _CovColor;
|
|
float _CovSmoothnessTextureChannel;
|
|
float _Glossiness;
|
|
float _SmoothnessTextureChannel;
|
|
float _CovMetallic;
|
|
float _Metallic;
|
|
float _NormalBlending;
|
|
float _CovBumpScale;
|
|
float _MaskContrast;
|
|
float _MaskTilingY;
|
|
float _MaskTilingX;
|
|
float _CovBalance;
|
|
float _CovOffset;
|
|
float _CovOverlayMethod;
|
|
float _BumpScale;
|
|
float _CovTiling;
|
|
float _Tiling;
|
|
float _CovGlossiness;
|
|
float _OcclusionStrength;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
half3 normalOS : NORMAL;
|
|
half4 tangentOS : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.tangentOS = input.tangentOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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;
|
|
|
|
|
|
|
|
surfaceDescription.Alpha = 1;
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
float DeviceDepth = input.positionCS.z;
|
|
#endif
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
|
outputDepth = DeviceDepth;
|
|
#endif
|
|
|
|
return unity_SelectionID;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
|
|
/*ASEBEGIN
|
|
Version=19904
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;568;-2992,720;Inherit;False;532;163;;2;566;567;Sampler State;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;80;-5246.29,-134.5053;Inherit;False;2077.593;772.498;;2;6;570;Normal;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;298;-3118.266,-139.3249;Inherit;False;2076.209;781.7334;;2;507;572;Coverage Mask;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;41;-2788.599,-1251.465;Inherit;False;1918.847;1025.771;;3;2;421;573;Albedo;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-5248,-1248;Inherit;False;2409.134;1027.341;;31;239;262;263;340;339;366;364;333;335;334;363;365;436;370;332;435;241;240;451;430;450;54;242;438;441;439;465;431;437;466;569;Metallic/Smoothness;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;416;-4193.45,721.0216;Inherit;False;1113.388;393.1936;;2;406;571;Ambient Occlusion;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;461;-4965.548,808.65;Inherit;False;Property;_Tiling;Tiling;0;0;Create;False;0;0;0;False;2;Header(Main Maps);Space(5);False;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;472;-4760.245,784.6017;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;462;-4496.549,784.6498;Inherit;False;Tiling;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;547;-5196.686,1143.18;Inherit;False;Property;_MaskTilingY;Mask Tiling Y;28;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;546;-5196.686,1056.18;Inherit;False;Property;_MaskTilingX;Mask Tiling X;27;0;Create;True;0;0;0;False;1;Space(15);False;1;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;550;-4964.165,1087.874;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.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;454;-4421.551,74.17956;Inherit;False;MainNormalMap;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;545;-4768.686,1064.18;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;455;-3078.327,-55.61077;Inherit;False;454;MainNormalMap;1;0;OBJECT;;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;551;-4497.429,1064.103;Inherit;False;MaskTiling;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.PosVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;357;-2849.578,102.7021;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;283;-2850.429,-55.41725;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;552;-2847.237,414.4482;Inherit;False;551;MaskTiling;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;456;-2847.994,260.5911;Inherit;False;Property;_CovOverlayMethod;Overlay Method;22;1;[Enum];Create;False;0;2;World Normal;0;Vertex Position;1;0;False;1;Space(15);False;0;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;286;-2630.466,259.0982;Inherit;False;Property;_CovOffset;Offset;23;0;Create;False;0;0;0;False;0;False;1;-1.41;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;457;-2576.994,82.59109;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;544;-2459.106,259.2239;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-4692.275,945.233;Inherit;False;Property;_CovTiling;Tiling;11;0;Create;False;0;0;0;False;3;Space(15);Header(Coverage Maps);Space(5);False;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;289;-2253.86,83.08209;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;523;-2283.287,381.6895;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;467;-2582.252,-933.5354;Inherit;False;462;Tiling;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;525;-2309.054,516.6456;Inherit;False;Property;_MaskContrast;Mask Contrast;25;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;463;-4497.549,944.6509;Inherit;False;CoverageTiling;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;527;-2103.648,162.7202;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;524;-2090.287,414.6894;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;-2707.409,-393.6988;Inherit;False;463;CoverageTiling;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;422;-2714.46,-596.0686;Inherit;True;Property;_CovMainTex;Albedo;12;1;[NoScaleOffset];Create;False;0;0;0;False;1;Space(5);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;287;-2101.583,258.3081;Inherit;False;Property;_CovBalance;Balance;24;0;Create;False;0;0;0;False;0;False;-1;-0.43;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;466;-5008,-1056;Inherit;False;462;Tiling;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;541;-1914.835,83.98171;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;531;-1913.686,414.4957;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;-1961.05,-877.3463;Inherit;False;AlbedoAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;-4672,-880;Inherit;False;434;AlbedoAlpha;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;431;-5184,-704;Inherit;True;Property;_CoverageMetallicSmoothness;Metallic/Smoothness;14;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;465;-5184,-512;Inherit;False;463;CoverageTiling;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;439;-4704,-784;Inherit;False;Property;_SmoothnessTextureChannel;Smoothness Source;9;1;[Enum];Create;False;0;2;Metallic Alpha;0;Albedo Alpha;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;360;-1666.661,228.7535;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;-5177.73,518.2753;Inherit;False;463;CoverageTiling;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-5115.832,423.2877;Inherit;False;Property;_CovBumpScale;Normal;18;0;Create;False;0;1;Option1;0;0;False;0;False;1;2.3;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;369;-1994.562,-423.8585;Inherit;False;CoverageAlbedoAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;433;-5188.57,221.3949;Inherit;True;Property;_CovBumpMap;Normal;13;2;[NoScaleOffset];[Normal];Create;False;0;0;0;False;0;False;None;None;False;bump;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;441;-4416,-896;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;-4752,-432;Inherit;False;369;CoverageAlbedoAlpha;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-4416,-1152;Inherit;False;Property;_Metallic;Metallic;7;0;Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;54;-4416,-784;Inherit;False;Property;_Glossiness;Smoothness;8;0;Create;False;0;0;0;False;0;False;0;0.6;0;1;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-4720,-336;Inherit;False;Property;_CovSmoothnessTextureChannel;Smoothness Source;21;1;[Enum];Create;False;0;2;Metallic Alpha;0;Albedo Alpha;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;-1478.098,229.2119;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;516;-4556.359,446.4276;Inherit;False;Property;_NormalBlending;Normal Blending;26;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
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|
Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;430;-4880,-624;Inherit;True;Spherical;World;False;Top Texture 1;_TopTexture1;white;-1;None;Mid Texture 1;_MidTexture1;white;-1;None;Bot Texture 1;_BotTexture1;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;10;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;432;-4906.278,332.9303;Inherit;True;Spherical;World;True;Top Texture 2;_TopTexture2;bump;0;None;Mid Texture 2;_MidTexture2;white;-1;None;Bot Texture 2;_BotTexture2;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;10;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;451;-4416,-448;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-4064,-896;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;241;-4064,-1072;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;435;-4416,-688;Inherit;False;Property;_CovMetallic;Metallic;19;0;Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;332;-4416,-336;Inherit;False;Property;_CovGlossiness;Smoothness;20;0;Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;297;-1291.606,229.7733;Inherit;False;CoverageMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.BlendNormalsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;306;-4422.68,163.9788;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.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;517;-4279.708,446.5965;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1;-2261.156,-1141.94;Inherit;False;Property;_Color;Color;5;0;Create;False;0;0;0;False;2;Header(Main Settings);Space(5);False;1,1,1,0;0.668,0.5182759,0.4990805,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;300;-2259.796,-726.5112;Inherit;False;Property;_CovColor;Color;17;0;Create;False;0;0;0;False;1;Space(15);False;1,1,1,0;0.2901961,0.6344857,0.6901961,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-4064,-448;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;-4064,-624;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-3600,-912;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3600,-1088;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;334;-3936,-976;Inherit;False;297;CoverageMask;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;469;-4164.05,810.6268;Inherit;False;462;Tiling;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;312;-3892.813,-23.02818;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;515;-4099.537,306.9151;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;310;-4166.596,71.59686;Inherit;False;297;CoverageMask;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;3;-1916.578,-1057.209;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;301;-1918.98,-630.9773;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;303;-1959.508,-799.1876;Inherit;False;297;CoverageMask;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;335;-3600,-1072;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;333;-3600,-896;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;364;-3472,-1088;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-3472,-912;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;408;-3933.847,1017.323;Inherit;False;Property;_OcclusionStrength;Occlusion;10;0;Create;False;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;309;-3891.998,-11.46561;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.WireNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;311;-3761.262,-22.99716;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;302;-1651.226,-848.3546;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.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;410;-3544.308,885.0372;Inherit;False;3;0;FLOAT;1;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;339;-3376,-928;Inherit;False;Property;_Coverageon2;Coverage;16;0;Create;False;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;304;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
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;-3376,-1104;Inherit;False;Property;_Coverageon3;Coverage;16;0;Create;False;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;304;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
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;308;-3682.621,-34.47466;Inherit;False;Property;_Coverageon1;Coverage;16;0;Create;False;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;304;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;304;-1404.458,-1055.96;Inherit;False;Property;_Coverageon;Enable;16;0;Create;False;0;0;0;False;2;Header(Coverage Settings);Space(5);False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;263;-3104,-928;Inherit;False;Smoothness;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;262;-3104,-1104;Inherit;False;Metallic;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;415;-3349.893,884.5079;Inherit;False;Ambient Occlusion;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;-3413.293,-34.25854;Inherit;False;Normal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;-1108.726,-1055.769;Inherit;False;Albedo;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;20;-632.4727,-966.7545;Inherit;False;19;Albedo;1;0;OBJECT;0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;-632.3541,-885.075;Inherit;False;75;Normal;1;0;OBJECT;0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;265;-630.7629,-712.2136;Inherit;False;263;Smoothness;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;264;-632.6641,-795.9246;Inherit;False;262;Metallic;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;-694.8375,-627.148;Inherit;False;415;Ambient Occlusion;1;0;OBJECT;;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;421;-2413.572,-519.6924;Inherit;True;Spherical;World;False;Top Texture 0;_TopTexture0;white;-1;None;Mid Texture 0;_MidTexture0;white;-1;None;Bot Texture 0;_BotTexture0;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT;1;False;3;FLOAT2;1,1;False;4;FLOAT;10;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-4768,-1072;Inherit;True;Property;_MetallicGlossMap;Metallic/Smoothness;3;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-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;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;-4832,0;Inherit;True;Property;_BumpMap;Normal;2;2;[NoScaleOffset];[Normal];Create;False;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-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;406;-3939.215,787.0216;Inherit;True;Property;_OcclusionMap;Occlusion;4;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-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;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;-2606.656,389.4706;Inherit;True;Property;_CovMask;Coverage Mask;15;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-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;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;2;-2329.908,-957.6903;Inherit;True;Property;_MainTex;Albedo;1;1;[NoScaleOffset];Create;False;0;0;0;False;1;Space(5);False;-1;None;None;True;0;False;white;Auto;False;Object;-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;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
|
Node;AmplifyShaderEditor.SamplerStateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;566;-2944,768;Inherit;False;0;0;0;1;-1;None;1;0;SAMPLER2D;;False;1;SAMPLERSTATE;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;567;-2704,768;Inherit;False;SamplerState;-1;True;1;0;SAMPLERSTATE;;False;1;SAMPLERSTATE;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;569;-5040,-960;Inherit;False;567;SamplerState;1;0;OBJECT;;False;1;SAMPLERSTATE;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;468;-5152,-80;Inherit;False;462;Tiling;1;0;OBJECT;;False;1;FLOAT2;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;-5120,16;Inherit;False;Property;_BumpScale;Normal;6;0;Create;False;0;1;Option1;0;0;False;0;False;1;0.9;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;570;-5184,112;Inherit;False;567;SamplerState;1;0;OBJECT;;False;1;SAMPLERSTATE;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;571;-4192,896;Inherit;False;567;SamplerState;1;0;OBJECT;;False;1;SAMPLERSTATE;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;572;-2880,496;Inherit;False;567;SamplerState;1;0;OBJECT;;False;1;SAMPLERSTATE;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;573;-2608,-848;Inherit;False;567;SamplerState;1;0;OBJECT;;False;1;SAMPLERSTATE;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;556;-342.2618,-860.8546;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;558;-342.2618,-860.8546;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;1;False;;0;False;;1;1;False;;0;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;561;-342.2618,-860.8546;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;562;-342.2618,-860.8546;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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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;554;-342.2618,-860.8546;Float;False;True;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;Raygeas/URP/Surface;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;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;;1;1;False;;0;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;0;0; Keep Alpha;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Alpha Clipping;1;0; 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;1;0;Receive Shadows;2;0;Specular Highlights;2;0;Environment Reflections;2;0;Receive SSAO;1;0;GPU Instancing;1;0;LOD CrossFade;0;638964667277123089;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;True;True;True;True;True;True;True;True;False;;True;0
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ASEEND*/
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//CHKSM=1175C018AF2B659F8AF43E92D8CBD1FCD9AC847E |