Files
Emberwild/Assets/External/Raygeas/Shared Assets/Shaders/URP/Water_URP.shader
T
2026-06-22 16:18:34 +02:00

3875 lines
157 KiB
GLSL

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