4726 lines
176 KiB
GLSL
4726 lines
176 KiB
GLSL
// Made with Amplify Shader Editor v1.9.8.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Distant Lands/Cozy/URP/Stylized Clouds (Ghibli Desktop)"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-50" "UniversalMaterialType"="Unlit" }
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Cull Front
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AlphaToMask Off
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Stencil
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{
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Ref 221
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Comp Always
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Pass Zero
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Fail Keep
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ZFail Keep
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}
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HLSLINCLUDE
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#pragma target 3.0
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_fragment _ALPHATEST_ON
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_VERSION 19801
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#define ASE_SRP_VERSION 140010
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_UNLIT
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#if ASE_SRP_VERSION >=140010
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 clipPosV : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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half4 fogFactorAndVertexLight : TEXCOORD2;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD3;
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#endif
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#if defined(LIGHTMAP_ON)
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float4 lightmapUVOrVertexSH : TEXCOORD4;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD5;
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#endif
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float4 ase_texcoord6 : TEXCOORD6;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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float4 CZY_AltoCloudColor;
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float CZY_FilterSaturation;
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float CZY_FilterValue;
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float4 CZY_FilterColor;
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float4 CZY_CloudFilterColor;
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float4 CZY_CloudHighlightColor;
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float4 CZY_CloudColor;
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float CZY_Spherize;
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float CZY_MainCloudScale;
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float CZY_WindSpeed;
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float CZY_CloudCohesion;
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float CZY_CumulusCoverageMultiplier;
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float CZY_ShadowingDistance;
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float4 CZY_LightColor;
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float4 CZY_FogColor5;
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float CZY_LightFlareSquish;
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float3 CZY_SunDirection;
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half CZY_LightIntensity;
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half CZY_LightFalloff;
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float CZY_CloudsFogLightAmount;
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float4 CZY_SunFilterColor;
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float3 CZY_MoonDirection;
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float4 CZY_FogMoonFlareColor;
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float CZY_CloudsFogAmount;
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float CZY_FogSmoothness;
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float CZY_FogOffset;
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float CZY_FogIntensity;
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float CZY_CloudThickness;
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float _UnderwaterRenderingEnabled;
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float _FullySubmerged;
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sampler2D _UnderwaterMask;
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float3 HSVToRGB( float3 c )
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{
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float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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float3 RGBToHSV(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
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float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
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float d = q.x - min( q.w, q.y );
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float e = 1.0e-10;
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return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float2 voronoihash35_g71( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi35_g71( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash35_g71( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return F1;
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}
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float2 voronoihash13_g71( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi13_g71( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash13_g71( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
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}
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return F1;
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}
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float2 voronoihash11_g71( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi11_g71( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash11_g71( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash35_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash35_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float2 voronoihash35_g70( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g70( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g70( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g70( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g70( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g70( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g70( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash35_g69( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g69( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g69( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g69( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g69( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g69( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g69( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g69( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g69( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord6.xy = input.texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord6.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
|
output.fogFactorAndVertexLight = 0;
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
|
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.clipPosV = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( PackedVaryings input
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
float3 WorldPosition = input.positionWS;
|
|
float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float3 hsvTorgb2_g72 = RGBToHSV( CZY_AltoCloudColor.rgb );
|
|
float3 hsvTorgb3_g72 = HSVToRGB( float3(hsvTorgb2_g72.x,saturate( ( hsvTorgb2_g72.y + CZY_FilterSaturation ) ),( hsvTorgb2_g72.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g72 = ( float4( hsvTorgb3_g72 , 0.0 ) * CZY_FilterColor );
|
|
float3 hsvTorgb2_g74 = RGBToHSV( CZY_CloudHighlightColor.rgb );
|
|
float3 hsvTorgb3_g74 = HSVToRGB( float3(hsvTorgb2_g74.x,saturate( ( hsvTorgb2_g74.y + CZY_FilterSaturation ) ),( hsvTorgb2_g74.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g74 = ( float4( hsvTorgb3_g74 , 0.0 ) * CZY_FilterColor );
|
|
float4 CloudHighlightColor142_g66 = ( temp_output_10_0_g74 * CZY_CloudFilterColor );
|
|
float3 hsvTorgb2_g73 = RGBToHSV( CZY_CloudColor.rgb );
|
|
float3 hsvTorgb3_g73 = HSVToRGB( float3(hsvTorgb2_g73.x,saturate( ( hsvTorgb2_g73.y + CZY_FilterSaturation ) ),( hsvTorgb2_g73.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g73 = ( float4( hsvTorgb3_g73 , 0.0 ) * CZY_FilterColor );
|
|
float4 CloudColor129_g66 = ( temp_output_10_0_g73 * CZY_CloudFilterColor );
|
|
float4 color169_g66 = IsGammaSpace() ? float4(0.8396226,0.8396226,0.8396226,0) : float4(0.673178,0.673178,0.673178,0);
|
|
Gradient gradient118_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.5411765 ), float4( 1, 1, 1, 0.6441138 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord10_g66 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
|
|
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g71 = 0.0;
|
|
float2 voronoiSmoothId35_g71 = 0;
|
|
float2 texCoord12_g66 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g71 = (CentralUV27_g66*1.58 + 0.0);
|
|
float2 break2_g71 = abs( temp_output_21_0_g71 );
|
|
float saferPower4_g71 = abs( break2_g71.x );
|
|
float saferPower3_g71 = abs( break2_g71.y );
|
|
float saferPower6_g71 = abs( ( pow( saferPower4_g71 , 2.0 ) + pow( saferPower3_g71 , 2.0 ) ) );
|
|
float Spherize26_g66 = CZY_Spherize;
|
|
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
|
|
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time6_g66 = mulTime5_g66;
|
|
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g71 = (( ( temp_output_21_0_g71 * ( pow( saferPower6_g71 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g71 = temp_output_10_0_g71 * 60.0;
|
|
float2 id35_g71 = 0;
|
|
float2 uv35_g71 = 0;
|
|
float fade35_g71 = 0.5;
|
|
float voroi35_g71 = 0;
|
|
float rest35_g71 = 0;
|
|
for( int it35_g71 = 0; it35_g71 <2; it35_g71++ ){
|
|
voroi35_g71 += fade35_g71 * voronoi35_g71( coords35_g71, time35_g71, id35_g71, uv35_g71, 0,voronoiSmoothId35_g71 );
|
|
rest35_g71 += fade35_g71;
|
|
coords35_g71 *= 2;
|
|
fade35_g71 *= 0.5;
|
|
}//Voronoi35_g71
|
|
voroi35_g71 /= rest35_g71;
|
|
float time13_g71 = 0.0;
|
|
float2 voronoiSmoothId13_g71 = 0;
|
|
float2 coords13_g71 = temp_output_10_0_g71 * 25.0;
|
|
float2 id13_g71 = 0;
|
|
float2 uv13_g71 = 0;
|
|
float fade13_g71 = 0.5;
|
|
float voroi13_g71 = 0;
|
|
float rest13_g71 = 0;
|
|
for( int it13_g71 = 0; it13_g71 <2; it13_g71++ ){
|
|
voroi13_g71 += fade13_g71 * voronoi13_g71( coords13_g71, time13_g71, id13_g71, uv13_g71, 0,voronoiSmoothId13_g71 );
|
|
rest13_g71 += fade13_g71;
|
|
coords13_g71 *= 2;
|
|
fade13_g71 *= 0.5;
|
|
}//Voronoi13_g71
|
|
voroi13_g71 /= rest13_g71;
|
|
float time11_g71 = 17.23;
|
|
float2 voronoiSmoothId11_g71 = 0;
|
|
float2 coords11_g71 = temp_output_10_0_g71 * 9.0;
|
|
float2 id11_g71 = 0;
|
|
float2 uv11_g71 = 0;
|
|
float fade11_g71 = 0.5;
|
|
float voroi11_g71 = 0;
|
|
float rest11_g71 = 0;
|
|
for( int it11_g71 = 0; it11_g71 <2; it11_g71++ ){
|
|
voroi11_g71 += fade11_g71 * voronoi11_g71( coords11_g71, time11_g71, id11_g71, uv11_g71, 0,voronoiSmoothId11_g71 );
|
|
rest11_g71 += fade11_g71;
|
|
coords11_g71 *= 2;
|
|
fade11_g71 *= 0.5;
|
|
}//Voronoi11_g71
|
|
voroi11_g71 /= rest11_g71;
|
|
float2 texCoord2_g66 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
|
|
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
|
|
float lerpResult15_g71 = lerp( saturate( ( voroi35_g71 + voroi13_g71 ) ) , voroi11_g71 , ModifiedCohesion17_g66);
|
|
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g71 = lerp( lerpResult15_g71 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float time35_g68 = 0.0;
|
|
float2 voronoiSmoothId35_g68 = 0;
|
|
float2 temp_output_21_0_g68 = CentralUV27_g66;
|
|
float2 break2_g68 = abs( temp_output_21_0_g68 );
|
|
float saferPower4_g68 = abs( break2_g68.x );
|
|
float saferPower3_g68 = abs( break2_g68.y );
|
|
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
|
|
float2 id35_g68 = 0;
|
|
float2 uv35_g68 = 0;
|
|
float fade35_g68 = 0.5;
|
|
float voroi35_g68 = 0;
|
|
float rest35_g68 = 0;
|
|
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
|
|
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
|
|
rest35_g68 += fade35_g68;
|
|
coords35_g68 *= 2;
|
|
fade35_g68 *= 0.5;
|
|
}//Voronoi35_g68
|
|
voroi35_g68 /= rest35_g68;
|
|
float time13_g68 = 0.0;
|
|
float2 voronoiSmoothId13_g68 = 0;
|
|
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
|
|
float2 id13_g68 = 0;
|
|
float2 uv13_g68 = 0;
|
|
float fade13_g68 = 0.5;
|
|
float voroi13_g68 = 0;
|
|
float rest13_g68 = 0;
|
|
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
|
|
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
|
|
rest13_g68 += fade13_g68;
|
|
coords13_g68 *= 2;
|
|
fade13_g68 *= 0.5;
|
|
}//Voronoi13_g68
|
|
voroi13_g68 /= rest13_g68;
|
|
float time11_g68 = 17.23;
|
|
float2 voronoiSmoothId11_g68 = 0;
|
|
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
|
|
float2 id11_g68 = 0;
|
|
float2 uv11_g68 = 0;
|
|
float fade11_g68 = 0.5;
|
|
float voroi11_g68 = 0;
|
|
float rest11_g68 = 0;
|
|
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
|
|
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
|
|
rest11_g68 += fade11_g68;
|
|
coords11_g68 *= 2;
|
|
fade11_g68 *= 0.5;
|
|
}//Voronoi11_g68
|
|
voroi11_g68 /= rest11_g68;
|
|
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
|
|
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT1PreAlpha119_g66 = temp_output_60_0_g66;
|
|
float time35_g67 = 0.0;
|
|
float2 voronoiSmoothId35_g67 = 0;
|
|
float2 temp_output_21_0_g67 = CentralUV27_g66;
|
|
float2 break2_g67 = abs( temp_output_21_0_g67 );
|
|
float saferPower4_g67 = abs( break2_g67.x );
|
|
float saferPower3_g67 = abs( break2_g67.y );
|
|
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
|
|
float2 id35_g67 = 0;
|
|
float2 uv35_g67 = 0;
|
|
float fade35_g67 = 0.5;
|
|
float voroi35_g67 = 0;
|
|
float rest35_g67 = 0;
|
|
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
|
|
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
|
|
rest35_g67 += fade35_g67;
|
|
coords35_g67 *= 2;
|
|
fade35_g67 *= 0.5;
|
|
}//Voronoi35_g67
|
|
voroi35_g67 /= rest35_g67;
|
|
float time13_g67 = 0.0;
|
|
float2 voronoiSmoothId13_g67 = 0;
|
|
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
|
|
float2 id13_g67 = 0;
|
|
float2 uv13_g67 = 0;
|
|
float fade13_g67 = 0.5;
|
|
float voroi13_g67 = 0;
|
|
float rest13_g67 = 0;
|
|
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
|
|
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
|
|
rest13_g67 += fade13_g67;
|
|
coords13_g67 *= 2;
|
|
fade13_g67 *= 0.5;
|
|
}//Voronoi13_g67
|
|
voroi13_g67 /= rest13_g67;
|
|
float time11_g67 = 17.23;
|
|
float2 voronoiSmoothId11_g67 = 0;
|
|
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
|
|
float2 id11_g67 = 0;
|
|
float2 uv11_g67 = 0;
|
|
float fade11_g67 = 0.5;
|
|
float voroi11_g67 = 0;
|
|
float rest11_g67 = 0;
|
|
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
|
|
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
|
|
rest11_g67 += fade11_g67;
|
|
coords11_g67 *= 2;
|
|
fade11_g67 *= 0.5;
|
|
}//Voronoi11_g67
|
|
voroi11_g67 /= rest11_g67;
|
|
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
|
|
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2PreAlpha114_g66 = temp_output_61_0_g66;
|
|
float temp_output_151_0_g66 = (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g71 ) ) - 0.6) * (max( IT1PreAlpha119_g66 , IT2PreAlpha114_g66 ) - 0.0) / (1.5 - 0.6));
|
|
float clampResult73_g66 = clamp( temp_output_151_0_g66 , 0.0 , 0.9 );
|
|
float AdditionalLayer138_g66 = SampleGradient( gradient118_g66, clampResult73_g66 ).r;
|
|
float4 lerpResult75_g66 = lerp( CloudColor129_g66 , ( CloudColor129_g66 * color169_g66 ) , AdditionalLayer138_g66);
|
|
float4 ModifiedCloudColor100_g66 = lerpResult75_g66;
|
|
Gradient gradient136_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4411841 ), float4( 1, 1, 1, 0.5794156 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g70 = 0.0;
|
|
float2 voronoiSmoothId35_g70 = 0;
|
|
float2 ShadowUV115_g66 = ( CentralUV27_g66 + ( CentralUV27_g66 * float2( -1,-1 ) * CZY_ShadowingDistance * Dot49_g66 ) );
|
|
float2 temp_output_21_0_g70 = ShadowUV115_g66;
|
|
float2 break2_g70 = abs( temp_output_21_0_g70 );
|
|
float saferPower4_g70 = abs( break2_g70.x );
|
|
float saferPower3_g70 = abs( break2_g70.y );
|
|
float saferPower6_g70 = abs( ( pow( saferPower4_g70 , 2.0 ) + pow( saferPower3_g70 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g70 = (( ( temp_output_21_0_g70 * ( pow( saferPower6_g70 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g70 = temp_output_10_0_g70 * 60.0;
|
|
float2 id35_g70 = 0;
|
|
float2 uv35_g70 = 0;
|
|
float fade35_g70 = 0.5;
|
|
float voroi35_g70 = 0;
|
|
float rest35_g70 = 0;
|
|
for( int it35_g70 = 0; it35_g70 <2; it35_g70++ ){
|
|
voroi35_g70 += fade35_g70 * voronoi35_g70( coords35_g70, time35_g70, id35_g70, uv35_g70, 0,voronoiSmoothId35_g70 );
|
|
rest35_g70 += fade35_g70;
|
|
coords35_g70 *= 2;
|
|
fade35_g70 *= 0.5;
|
|
}//Voronoi35_g70
|
|
voroi35_g70 /= rest35_g70;
|
|
float time13_g70 = 0.0;
|
|
float2 voronoiSmoothId13_g70 = 0;
|
|
float2 coords13_g70 = temp_output_10_0_g70 * 25.0;
|
|
float2 id13_g70 = 0;
|
|
float2 uv13_g70 = 0;
|
|
float fade13_g70 = 0.5;
|
|
float voroi13_g70 = 0;
|
|
float rest13_g70 = 0;
|
|
for( int it13_g70 = 0; it13_g70 <2; it13_g70++ ){
|
|
voroi13_g70 += fade13_g70 * voronoi13_g70( coords13_g70, time13_g70, id13_g70, uv13_g70, 0,voronoiSmoothId13_g70 );
|
|
rest13_g70 += fade13_g70;
|
|
coords13_g70 *= 2;
|
|
fade13_g70 *= 0.5;
|
|
}//Voronoi13_g70
|
|
voroi13_g70 /= rest13_g70;
|
|
float time11_g70 = 17.23;
|
|
float2 voronoiSmoothId11_g70 = 0;
|
|
float2 coords11_g70 = temp_output_10_0_g70 * 9.0;
|
|
float2 id11_g70 = 0;
|
|
float2 uv11_g70 = 0;
|
|
float fade11_g70 = 0.5;
|
|
float voroi11_g70 = 0;
|
|
float rest11_g70 = 0;
|
|
for( int it11_g70 = 0; it11_g70 <2; it11_g70++ ){
|
|
voroi11_g70 += fade11_g70 * voronoi11_g70( coords11_g70, time11_g70, id11_g70, uv11_g70, 0,voronoiSmoothId11_g70 );
|
|
rest11_g70 += fade11_g70;
|
|
coords11_g70 *= 2;
|
|
fade11_g70 *= 0.5;
|
|
}//Voronoi11_g70
|
|
voroi11_g70 /= rest11_g70;
|
|
float lerpResult15_g70 = lerp( saturate( ( voroi35_g70 + voroi13_g70 ) ) , voroi11_g70 , ModifiedCohesion17_g66);
|
|
float lerpResult16_g70 = lerp( lerpResult15_g70 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float4 lerpResult83_g66 = lerp( CloudHighlightColor142_g66 , ModifiedCloudColor100_g66 , saturate( SampleGradient( gradient136_g66, saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g70 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) ) ).r ));
|
|
float4 IT1Color80_g66 = lerpResult83_g66;
|
|
Gradient gradient109_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4411841 ), float4( 1, 1, 1, 0.5794156 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g69 = 0.0;
|
|
float2 voronoiSmoothId35_g69 = 0;
|
|
float2 temp_output_21_0_g69 = ShadowUV115_g66;
|
|
float2 break2_g69 = abs( temp_output_21_0_g69 );
|
|
float saferPower4_g69 = abs( break2_g69.x );
|
|
float saferPower3_g69 = abs( break2_g69.y );
|
|
float saferPower6_g69 = abs( ( pow( saferPower4_g69 , 2.0 ) + pow( saferPower3_g69 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g69 = (( ( temp_output_21_0_g69 * ( pow( saferPower6_g69 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g69 = temp_output_10_0_g69 * 60.0;
|
|
float2 id35_g69 = 0;
|
|
float2 uv35_g69 = 0;
|
|
float fade35_g69 = 0.5;
|
|
float voroi35_g69 = 0;
|
|
float rest35_g69 = 0;
|
|
for( int it35_g69 = 0; it35_g69 <2; it35_g69++ ){
|
|
voroi35_g69 += fade35_g69 * voronoi35_g69( coords35_g69, time35_g69, id35_g69, uv35_g69, 0,voronoiSmoothId35_g69 );
|
|
rest35_g69 += fade35_g69;
|
|
coords35_g69 *= 2;
|
|
fade35_g69 *= 0.5;
|
|
}//Voronoi35_g69
|
|
voroi35_g69 /= rest35_g69;
|
|
float time13_g69 = 0.0;
|
|
float2 voronoiSmoothId13_g69 = 0;
|
|
float2 coords13_g69 = temp_output_10_0_g69 * 25.0;
|
|
float2 id13_g69 = 0;
|
|
float2 uv13_g69 = 0;
|
|
float fade13_g69 = 0.5;
|
|
float voroi13_g69 = 0;
|
|
float rest13_g69 = 0;
|
|
for( int it13_g69 = 0; it13_g69 <2; it13_g69++ ){
|
|
voroi13_g69 += fade13_g69 * voronoi13_g69( coords13_g69, time13_g69, id13_g69, uv13_g69, 0,voronoiSmoothId13_g69 );
|
|
rest13_g69 += fade13_g69;
|
|
coords13_g69 *= 2;
|
|
fade13_g69 *= 0.5;
|
|
}//Voronoi13_g69
|
|
voroi13_g69 /= rest13_g69;
|
|
float time11_g69 = 17.23;
|
|
float2 voronoiSmoothId11_g69 = 0;
|
|
float2 coords11_g69 = temp_output_10_0_g69 * 9.0;
|
|
float2 id11_g69 = 0;
|
|
float2 uv11_g69 = 0;
|
|
float fade11_g69 = 0.5;
|
|
float voroi11_g69 = 0;
|
|
float rest11_g69 = 0;
|
|
for( int it11_g69 = 0; it11_g69 <2; it11_g69++ ){
|
|
voroi11_g69 += fade11_g69 * voronoi11_g69( coords11_g69, time11_g69, id11_g69, uv11_g69, 0,voronoiSmoothId11_g69 );
|
|
rest11_g69 += fade11_g69;
|
|
coords11_g69 *= 2;
|
|
fade11_g69 *= 0.5;
|
|
}//Voronoi11_g69
|
|
voroi11_g69 /= rest11_g69;
|
|
float lerpResult15_g69 = lerp( saturate( ( voroi35_g69 + voroi13_g69 ) ) , voroi11_g69 , ( ModifiedCohesion17_g66 * 1.1 ));
|
|
float lerpResult16_g69 = lerp( lerpResult15_g69 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float4 lerpResult88_g66 = lerp( CloudHighlightColor142_g66 , ModifiedCloudColor100_g66 , saturate( SampleGradient( gradient109_g66, saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g69 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) ) ).r ));
|
|
float4 IT2Color106_g66 = lerpResult88_g66;
|
|
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
|
|
float4 lerpResult79_g66 = lerp( ( ( temp_output_10_0_g72 * CZY_CloudFilterColor ) * IT1Color80_g66 ) , IT2Color106_g66 , IT2Alpha65_g66);
|
|
float3 hsvTorgb69_g369 = RGBToHSV( CZY_FogColor5.rgb );
|
|
float3 normalizeResult54_g369 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float3 temp_output_56_0_g369 = ( normalizeResult54_g369 * _ProjectionParams.z );
|
|
float3 appendResult25_g369 = (float3(1.0 , CZY_LightFlareSquish , 1.0));
|
|
float3 normalizeResult13_g369 = normalize( ( ( temp_output_56_0_g369 * appendResult25_g369 ) - _WorldSpaceCameraPos ) );
|
|
float dotResult16_g369 = dot( normalizeResult13_g369 , CZY_SunDirection );
|
|
half LightMask35_g369 = saturate( pow( abs( ( (dotResult16_g369*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
|
|
float temp_output_91_0_g369 = CZY_CloudsFogLightAmount;
|
|
float3 hsvTorgb2_g371 = RGBToHSV( ( CZY_LightColor * hsvTorgb69_g369.z * saturate( ( LightMask35_g369 * ( 1.5 * CZY_FogColor5.a ) * temp_output_91_0_g369 ) ) ).rgb );
|
|
float3 hsvTorgb3_g371 = HSVToRGB( float3(hsvTorgb2_g371.x,saturate( ( hsvTorgb2_g371.y + CZY_FilterSaturation ) ),( hsvTorgb2_g371.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g371 = ( float4( hsvTorgb3_g371 , 0.0 ) * CZY_FilterColor );
|
|
float3 direction88_g369 = ( temp_output_56_0_g369 - _WorldSpaceCameraPos );
|
|
float3 normalizeResult32_g369 = normalize( direction88_g369 );
|
|
float3 normalizeResult30_g369 = normalize( CZY_MoonDirection );
|
|
float dotResult28_g369 = dot( normalizeResult32_g369 , normalizeResult30_g369 );
|
|
half MoonMask18_g369 = saturate( pow( abs( ( saturate( (dotResult28_g369*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) );
|
|
float3 hsvTorgb2_g370 = RGBToHSV( ( CZY_FogColor5 + ( hsvTorgb69_g369.z * saturate( ( CZY_FogColor5.a * MoonMask18_g369 * temp_output_91_0_g369 ) ) * CZY_FogMoonFlareColor ) ).rgb );
|
|
float3 hsvTorgb3_g370 = HSVToRGB( float3(hsvTorgb2_g370.x,saturate( ( hsvTorgb2_g370.y + CZY_FilterSaturation ) ),( hsvTorgb2_g370.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g370 = ( float4( hsvTorgb3_g370 , 0.0 ) * CZY_FilterColor );
|
|
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
|
|
float temp_output_34_0_g369 = ( CZY_CloudsFogAmount * saturate( ( ( 1.0 - saturate( ( ( ( direction88_g369.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
|
|
float4 lerpResult90_g369 = lerp( lerpResult79_g66 , ( ( temp_output_10_0_g371 * CZY_SunFilterColor ) + temp_output_10_0_g370 ) , temp_output_34_0_g369);
|
|
|
|
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
|
|
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
|
|
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g76 =(bool)_FullySubmerged;
|
|
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = lerpResult90_g369.rgb;
|
|
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
|
|
#if defined(_DBUFFER)
|
|
ApplyDecalToBaseColor(input.positionCS, Color);
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord);
|
|
#else
|
|
Color.rgb = MixFog(Color.rgb, inputData.fogCoord);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
|
#endif
|
|
|
|
return half4( Color, Alpha );
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#pragma multi_compile _ALPHATEST_ON
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140010
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD1;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
|
|
float2 voronoihash35_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float2 voronoihash35_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
output.ase_texcoord3.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord3.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
output.positionWS = positionWS;
|
|
#endif
|
|
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = positionCS;
|
|
output.clipPosV = positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = input.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord10_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
|
|
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g68 = 0.0;
|
|
float2 voronoiSmoothId35_g68 = 0;
|
|
float2 texCoord12_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g68 = CentralUV27_g66;
|
|
float2 break2_g68 = abs( temp_output_21_0_g68 );
|
|
float saferPower4_g68 = abs( break2_g68.x );
|
|
float saferPower3_g68 = abs( break2_g68.y );
|
|
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
|
|
float Spherize26_g66 = CZY_Spherize;
|
|
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
|
|
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time6_g66 = mulTime5_g66;
|
|
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
|
|
float2 id35_g68 = 0;
|
|
float2 uv35_g68 = 0;
|
|
float fade35_g68 = 0.5;
|
|
float voroi35_g68 = 0;
|
|
float rest35_g68 = 0;
|
|
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
|
|
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
|
|
rest35_g68 += fade35_g68;
|
|
coords35_g68 *= 2;
|
|
fade35_g68 *= 0.5;
|
|
}//Voronoi35_g68
|
|
voroi35_g68 /= rest35_g68;
|
|
float time13_g68 = 0.0;
|
|
float2 voronoiSmoothId13_g68 = 0;
|
|
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
|
|
float2 id13_g68 = 0;
|
|
float2 uv13_g68 = 0;
|
|
float fade13_g68 = 0.5;
|
|
float voroi13_g68 = 0;
|
|
float rest13_g68 = 0;
|
|
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
|
|
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
|
|
rest13_g68 += fade13_g68;
|
|
coords13_g68 *= 2;
|
|
fade13_g68 *= 0.5;
|
|
}//Voronoi13_g68
|
|
voroi13_g68 /= rest13_g68;
|
|
float time11_g68 = 17.23;
|
|
float2 voronoiSmoothId11_g68 = 0;
|
|
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
|
|
float2 id11_g68 = 0;
|
|
float2 uv11_g68 = 0;
|
|
float fade11_g68 = 0.5;
|
|
float voroi11_g68 = 0;
|
|
float rest11_g68 = 0;
|
|
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
|
|
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
|
|
rest11_g68 += fade11_g68;
|
|
coords11_g68 *= 2;
|
|
fade11_g68 *= 0.5;
|
|
}//Voronoi11_g68
|
|
voroi11_g68 /= rest11_g68;
|
|
float2 texCoord2_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
|
|
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
|
|
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
|
|
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
|
|
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g67 = 0.0;
|
|
float2 voronoiSmoothId35_g67 = 0;
|
|
float2 temp_output_21_0_g67 = CentralUV27_g66;
|
|
float2 break2_g67 = abs( temp_output_21_0_g67 );
|
|
float saferPower4_g67 = abs( break2_g67.x );
|
|
float saferPower3_g67 = abs( break2_g67.y );
|
|
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
|
|
float2 id35_g67 = 0;
|
|
float2 uv35_g67 = 0;
|
|
float fade35_g67 = 0.5;
|
|
float voroi35_g67 = 0;
|
|
float rest35_g67 = 0;
|
|
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
|
|
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
|
|
rest35_g67 += fade35_g67;
|
|
coords35_g67 *= 2;
|
|
fade35_g67 *= 0.5;
|
|
}//Voronoi35_g67
|
|
voroi35_g67 /= rest35_g67;
|
|
float time13_g67 = 0.0;
|
|
float2 voronoiSmoothId13_g67 = 0;
|
|
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
|
|
float2 id13_g67 = 0;
|
|
float2 uv13_g67 = 0;
|
|
float fade13_g67 = 0.5;
|
|
float voroi13_g67 = 0;
|
|
float rest13_g67 = 0;
|
|
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
|
|
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
|
|
rest13_g67 += fade13_g67;
|
|
coords13_g67 *= 2;
|
|
fade13_g67 *= 0.5;
|
|
}//Voronoi13_g67
|
|
voroi13_g67 /= rest13_g67;
|
|
float time11_g67 = 17.23;
|
|
float2 voronoiSmoothId11_g67 = 0;
|
|
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
|
|
float2 id11_g67 = 0;
|
|
float2 uv11_g67 = 0;
|
|
float fade11_g67 = 0.5;
|
|
float voroi11_g67 = 0;
|
|
float rest11_g67 = 0;
|
|
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
|
|
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
|
|
rest11_g67 += fade11_g67;
|
|
coords11_g67 *= 2;
|
|
fade11_g67 *= 0.5;
|
|
}//Voronoi11_g67
|
|
voroi11_g67 /= rest11_g67;
|
|
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
|
|
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
|
|
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
|
|
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g76 =(bool)_FullySubmerged;
|
|
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
|
|
|
|
|
|
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#pragma multi_compile _ALPHATEST_ON
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140010
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD1;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
|
|
float2 voronoihash35_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float2 voronoihash35_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output = (PackedVaryings)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord3.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord3.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
output.positionWS = vertexInput.positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.clipPosV = vertexInput.positionCS;
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = input.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = input.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord10_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
|
|
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g68 = 0.0;
|
|
float2 voronoiSmoothId35_g68 = 0;
|
|
float2 texCoord12_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g68 = CentralUV27_g66;
|
|
float2 break2_g68 = abs( temp_output_21_0_g68 );
|
|
float saferPower4_g68 = abs( break2_g68.x );
|
|
float saferPower3_g68 = abs( break2_g68.y );
|
|
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
|
|
float Spherize26_g66 = CZY_Spherize;
|
|
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
|
|
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time6_g66 = mulTime5_g66;
|
|
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
|
|
float2 id35_g68 = 0;
|
|
float2 uv35_g68 = 0;
|
|
float fade35_g68 = 0.5;
|
|
float voroi35_g68 = 0;
|
|
float rest35_g68 = 0;
|
|
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
|
|
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
|
|
rest35_g68 += fade35_g68;
|
|
coords35_g68 *= 2;
|
|
fade35_g68 *= 0.5;
|
|
}//Voronoi35_g68
|
|
voroi35_g68 /= rest35_g68;
|
|
float time13_g68 = 0.0;
|
|
float2 voronoiSmoothId13_g68 = 0;
|
|
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
|
|
float2 id13_g68 = 0;
|
|
float2 uv13_g68 = 0;
|
|
float fade13_g68 = 0.5;
|
|
float voroi13_g68 = 0;
|
|
float rest13_g68 = 0;
|
|
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
|
|
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
|
|
rest13_g68 += fade13_g68;
|
|
coords13_g68 *= 2;
|
|
fade13_g68 *= 0.5;
|
|
}//Voronoi13_g68
|
|
voroi13_g68 /= rest13_g68;
|
|
float time11_g68 = 17.23;
|
|
float2 voronoiSmoothId11_g68 = 0;
|
|
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
|
|
float2 id11_g68 = 0;
|
|
float2 uv11_g68 = 0;
|
|
float fade11_g68 = 0.5;
|
|
float voroi11_g68 = 0;
|
|
float rest11_g68 = 0;
|
|
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
|
|
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
|
|
rest11_g68 += fade11_g68;
|
|
coords11_g68 *= 2;
|
|
fade11_g68 *= 0.5;
|
|
}//Voronoi11_g68
|
|
voroi11_g68 /= rest11_g68;
|
|
float2 texCoord2_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
|
|
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
|
|
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
|
|
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
|
|
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g67 = 0.0;
|
|
float2 voronoiSmoothId35_g67 = 0;
|
|
float2 temp_output_21_0_g67 = CentralUV27_g66;
|
|
float2 break2_g67 = abs( temp_output_21_0_g67 );
|
|
float saferPower4_g67 = abs( break2_g67.x );
|
|
float saferPower3_g67 = abs( break2_g67.y );
|
|
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
|
|
float2 id35_g67 = 0;
|
|
float2 uv35_g67 = 0;
|
|
float fade35_g67 = 0.5;
|
|
float voroi35_g67 = 0;
|
|
float rest35_g67 = 0;
|
|
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
|
|
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
|
|
rest35_g67 += fade35_g67;
|
|
coords35_g67 *= 2;
|
|
fade35_g67 *= 0.5;
|
|
}//Voronoi35_g67
|
|
voroi35_g67 /= rest35_g67;
|
|
float time13_g67 = 0.0;
|
|
float2 voronoiSmoothId13_g67 = 0;
|
|
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
|
|
float2 id13_g67 = 0;
|
|
float2 uv13_g67 = 0;
|
|
float fade13_g67 = 0.5;
|
|
float voroi13_g67 = 0;
|
|
float rest13_g67 = 0;
|
|
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
|
|
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
|
|
rest13_g67 += fade13_g67;
|
|
coords13_g67 *= 2;
|
|
fade13_g67 *= 0.5;
|
|
}//Voronoi13_g67
|
|
voroi13_g67 /= rest13_g67;
|
|
float time11_g67 = 17.23;
|
|
float2 voronoiSmoothId11_g67 = 0;
|
|
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
|
|
float2 id11_g67 = 0;
|
|
float2 uv11_g67 = 0;
|
|
float fade11_g67 = 0.5;
|
|
float voroi11_g67 = 0;
|
|
float rest11_g67 = 0;
|
|
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
|
|
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
|
|
rest11_g67 += fade11_g67;
|
|
coords11_g67 *= 2;
|
|
fade11_g67 *= 0.5;
|
|
}//Voronoi11_g67
|
|
voroi11_g67 /= rest11_g67;
|
|
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
|
|
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
|
|
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
|
|
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g76 =(bool)_FullySubmerged;
|
|
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
|
|
|
|
|
|
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140010
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140010
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
|
|
float2 voronoihash35_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float2 voronoihash35_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction(Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord1 = screenPos;
|
|
|
|
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
|
|
output.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord10_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
|
|
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g68 = 0.0;
|
|
float2 voronoiSmoothId35_g68 = 0;
|
|
float2 texCoord12_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g68 = CentralUV27_g66;
|
|
float2 break2_g68 = abs( temp_output_21_0_g68 );
|
|
float saferPower4_g68 = abs( break2_g68.x );
|
|
float saferPower3_g68 = abs( break2_g68.y );
|
|
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
|
|
float Spherize26_g66 = CZY_Spherize;
|
|
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
|
|
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time6_g66 = mulTime5_g66;
|
|
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
|
|
float2 id35_g68 = 0;
|
|
float2 uv35_g68 = 0;
|
|
float fade35_g68 = 0.5;
|
|
float voroi35_g68 = 0;
|
|
float rest35_g68 = 0;
|
|
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
|
|
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
|
|
rest35_g68 += fade35_g68;
|
|
coords35_g68 *= 2;
|
|
fade35_g68 *= 0.5;
|
|
}//Voronoi35_g68
|
|
voroi35_g68 /= rest35_g68;
|
|
float time13_g68 = 0.0;
|
|
float2 voronoiSmoothId13_g68 = 0;
|
|
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
|
|
float2 id13_g68 = 0;
|
|
float2 uv13_g68 = 0;
|
|
float fade13_g68 = 0.5;
|
|
float voroi13_g68 = 0;
|
|
float rest13_g68 = 0;
|
|
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
|
|
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
|
|
rest13_g68 += fade13_g68;
|
|
coords13_g68 *= 2;
|
|
fade13_g68 *= 0.5;
|
|
}//Voronoi13_g68
|
|
voroi13_g68 /= rest13_g68;
|
|
float time11_g68 = 17.23;
|
|
float2 voronoiSmoothId11_g68 = 0;
|
|
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
|
|
float2 id11_g68 = 0;
|
|
float2 uv11_g68 = 0;
|
|
float fade11_g68 = 0.5;
|
|
float voroi11_g68 = 0;
|
|
float rest11_g68 = 0;
|
|
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
|
|
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
|
|
rest11_g68 += fade11_g68;
|
|
coords11_g68 *= 2;
|
|
fade11_g68 *= 0.5;
|
|
}//Voronoi11_g68
|
|
voroi11_g68 /= rest11_g68;
|
|
float2 texCoord2_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
|
|
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
|
|
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
|
|
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
|
|
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g67 = 0.0;
|
|
float2 voronoiSmoothId35_g67 = 0;
|
|
float2 temp_output_21_0_g67 = CentralUV27_g66;
|
|
float2 break2_g67 = abs( temp_output_21_0_g67 );
|
|
float saferPower4_g67 = abs( break2_g67.x );
|
|
float saferPower3_g67 = abs( break2_g67.y );
|
|
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
|
|
float2 id35_g67 = 0;
|
|
float2 uv35_g67 = 0;
|
|
float fade35_g67 = 0.5;
|
|
float voroi35_g67 = 0;
|
|
float rest35_g67 = 0;
|
|
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
|
|
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
|
|
rest35_g67 += fade35_g67;
|
|
coords35_g67 *= 2;
|
|
fade35_g67 *= 0.5;
|
|
}//Voronoi35_g67
|
|
voroi35_g67 /= rest35_g67;
|
|
float time13_g67 = 0.0;
|
|
float2 voronoiSmoothId13_g67 = 0;
|
|
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
|
|
float2 id13_g67 = 0;
|
|
float2 uv13_g67 = 0;
|
|
float fade13_g67 = 0.5;
|
|
float voroi13_g67 = 0;
|
|
float rest13_g67 = 0;
|
|
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
|
|
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
|
|
rest13_g67 += fade13_g67;
|
|
coords13_g67 *= 2;
|
|
fade13_g67 *= 0.5;
|
|
}//Voronoi13_g67
|
|
voroi13_g67 /= rest13_g67;
|
|
float time11_g67 = 17.23;
|
|
float2 voronoiSmoothId11_g67 = 0;
|
|
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
|
|
float2 id11_g67 = 0;
|
|
float2 uv11_g67 = 0;
|
|
float fade11_g67 = 0.5;
|
|
float voroi11_g67 = 0;
|
|
float rest11_g67 = 0;
|
|
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
|
|
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
|
|
rest11_g67 += fade11_g67;
|
|
coords11_g67 *= 2;
|
|
fade11_g67 *= 0.5;
|
|
}//Voronoi11_g67
|
|
voroi11_g67 /= rest11_g67;
|
|
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
|
|
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
|
|
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
|
|
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g76 =(bool)_FullySubmerged;
|
|
float4 screenPos = input.ase_texcoord1;
|
|
float4 ase_positionSSNorm = screenPos / screenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
return outColor;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140010
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140010
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
|
|
float2 voronoihash35_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float2 voronoihash35_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
float4 _SelectionID;
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction(Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
|
output.ase_texcoord1 = screenPos;
|
|
|
|
output.ase_texcoord.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
|
output.positionCS = TransformWorldToHClip(positionWS);
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord10_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
|
|
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g68 = 0.0;
|
|
float2 voronoiSmoothId35_g68 = 0;
|
|
float2 texCoord12_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g68 = CentralUV27_g66;
|
|
float2 break2_g68 = abs( temp_output_21_0_g68 );
|
|
float saferPower4_g68 = abs( break2_g68.x );
|
|
float saferPower3_g68 = abs( break2_g68.y );
|
|
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
|
|
float Spherize26_g66 = CZY_Spherize;
|
|
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
|
|
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time6_g66 = mulTime5_g66;
|
|
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
|
|
float2 id35_g68 = 0;
|
|
float2 uv35_g68 = 0;
|
|
float fade35_g68 = 0.5;
|
|
float voroi35_g68 = 0;
|
|
float rest35_g68 = 0;
|
|
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
|
|
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
|
|
rest35_g68 += fade35_g68;
|
|
coords35_g68 *= 2;
|
|
fade35_g68 *= 0.5;
|
|
}//Voronoi35_g68
|
|
voroi35_g68 /= rest35_g68;
|
|
float time13_g68 = 0.0;
|
|
float2 voronoiSmoothId13_g68 = 0;
|
|
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
|
|
float2 id13_g68 = 0;
|
|
float2 uv13_g68 = 0;
|
|
float fade13_g68 = 0.5;
|
|
float voroi13_g68 = 0;
|
|
float rest13_g68 = 0;
|
|
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
|
|
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
|
|
rest13_g68 += fade13_g68;
|
|
coords13_g68 *= 2;
|
|
fade13_g68 *= 0.5;
|
|
}//Voronoi13_g68
|
|
voroi13_g68 /= rest13_g68;
|
|
float time11_g68 = 17.23;
|
|
float2 voronoiSmoothId11_g68 = 0;
|
|
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
|
|
float2 id11_g68 = 0;
|
|
float2 uv11_g68 = 0;
|
|
float fade11_g68 = 0.5;
|
|
float voroi11_g68 = 0;
|
|
float rest11_g68 = 0;
|
|
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
|
|
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
|
|
rest11_g68 += fade11_g68;
|
|
coords11_g68 *= 2;
|
|
fade11_g68 *= 0.5;
|
|
}//Voronoi11_g68
|
|
voroi11_g68 /= rest11_g68;
|
|
float2 texCoord2_g66 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
|
|
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
|
|
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
|
|
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
|
|
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g67 = 0.0;
|
|
float2 voronoiSmoothId35_g67 = 0;
|
|
float2 temp_output_21_0_g67 = CentralUV27_g66;
|
|
float2 break2_g67 = abs( temp_output_21_0_g67 );
|
|
float saferPower4_g67 = abs( break2_g67.x );
|
|
float saferPower3_g67 = abs( break2_g67.y );
|
|
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
|
|
float2 id35_g67 = 0;
|
|
float2 uv35_g67 = 0;
|
|
float fade35_g67 = 0.5;
|
|
float voroi35_g67 = 0;
|
|
float rest35_g67 = 0;
|
|
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
|
|
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
|
|
rest35_g67 += fade35_g67;
|
|
coords35_g67 *= 2;
|
|
fade35_g67 *= 0.5;
|
|
}//Voronoi35_g67
|
|
voroi35_g67 /= rest35_g67;
|
|
float time13_g67 = 0.0;
|
|
float2 voronoiSmoothId13_g67 = 0;
|
|
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
|
|
float2 id13_g67 = 0;
|
|
float2 uv13_g67 = 0;
|
|
float fade13_g67 = 0.5;
|
|
float voroi13_g67 = 0;
|
|
float rest13_g67 = 0;
|
|
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
|
|
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
|
|
rest13_g67 += fade13_g67;
|
|
coords13_g67 *= 2;
|
|
fade13_g67 *= 0.5;
|
|
}//Voronoi13_g67
|
|
voroi13_g67 /= rest13_g67;
|
|
float time11_g67 = 17.23;
|
|
float2 voronoiSmoothId11_g67 = 0;
|
|
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
|
|
float2 id11_g67 = 0;
|
|
float2 uv11_g67 = 0;
|
|
float fade11_g67 = 0.5;
|
|
float voroi11_g67 = 0;
|
|
float rest11_g67 = 0;
|
|
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
|
|
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
|
|
rest11_g67 += fade11_g67;
|
|
coords11_g67 *= 2;
|
|
fade11_g67 *= 0.5;
|
|
}//Voronoi11_g67
|
|
voroi11_g67 /= rest11_g67;
|
|
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
|
|
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
|
|
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
|
|
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g76 =(bool)_FullySubmerged;
|
|
float4 screenPos = input.ase_texcoord1;
|
|
float4 ase_positionSSNorm = screenPos / screenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
outColor = _SelectionID;
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
|
|
|
#pragma multi_compile _ALPHATEST_ON
|
|
#pragma multi_compile_instancing
|
|
#define _SURFACE_TYPE_TRANSPARENT 1
|
|
#define ASE_VERSION 19801
|
|
#define ASE_SRP_VERSION 140010
|
|
|
|
|
|
|
|
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define VARYINGS_NEED_NORMAL_WS
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140007
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
#endif
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
|
|
#if ASE_SRP_VERSION >=140010
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
|
#endif
|
|
|
|
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
float CZY_Spherize;
|
|
float CZY_MainCloudScale;
|
|
float CZY_WindSpeed;
|
|
float CZY_CloudCohesion;
|
|
float CZY_CumulusCoverageMultiplier;
|
|
float CZY_CloudThickness;
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
|
|
float2 voronoihash35_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g68( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g68( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g68( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float4 SampleGradient( Gradient gradient, float time )
|
|
{
|
|
float3 color = gradient.colors[0].rgb;
|
|
UNITY_UNROLL
|
|
for (int c = 1; c < 8; c++)
|
|
{
|
|
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
|
|
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
|
|
}
|
|
#ifndef UNITY_COLORSPACE_GAMMA
|
|
color = SRGBToLinear(color);
|
|
#endif
|
|
float alpha = gradient.alphas[0].x;
|
|
UNITY_UNROLL
|
|
for (int a = 1; a < 8; a++)
|
|
{
|
|
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
|
|
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
|
|
}
|
|
return float4(color, alpha);
|
|
}
|
|
|
|
float2 voronoihash35_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi35_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash35_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash13_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi13_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash13_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash11_g67( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi11_g67( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash11_g67( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.ase_texcoord3.xy = input.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
output.ase_texcoord3.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
input.positionOS.xyz = vertexValue;
|
|
#else
|
|
input.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
input.normalOS = input.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
|
|
|
output.positionCS = vertexInput.positionCS;
|
|
output.clipPosV = vertexInput.positionCS;
|
|
output.positionWS = vertexInput.positionWS;
|
|
output.normalWS = TransformObjectToWorldNormal( input.normalOS );
|
|
return output;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 positionOS : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( Attributes input )
|
|
{
|
|
VertexControl output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
output.positionOS = input.positionOS;
|
|
output.normalOS = input.normalOS;
|
|
output.ase_texcoord = input.ase_texcoord;
|
|
return output;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
|
{
|
|
TessellationFactors output;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
|
return output;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
Attributes output = (Attributes) 0;
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
|
return VertexFunction(output);
|
|
}
|
|
#else
|
|
PackedVaryings vert ( Attributes input )
|
|
{
|
|
return VertexFunction( input );
|
|
}
|
|
#endif
|
|
|
|
void frag(PackedVaryings input
|
|
, out half4 outNormalWS : SV_Target0
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
|
float3 WorldPosition = input.positionWS;
|
|
float3 WorldNormal = input.normalWS;
|
|
float4 ClipPos = input.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
|
|
|
|
Gradient gradient59_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float2 texCoord10_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_13_0_g66 = ( texCoord10_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult23_g66 = dot( temp_output_13_0_g66 , temp_output_13_0_g66 );
|
|
float Dot49_g66 = saturate( (0.85 + (dotResult23_g66 - 0.0) * (3.0 - 0.85) / (1.0 - 0.0)) );
|
|
float time35_g68 = 0.0;
|
|
float2 voronoiSmoothId35_g68 = 0;
|
|
float2 texCoord12_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 CentralUV27_g66 = ( texCoord12_g66 + float2( -0.5,-0.5 ) );
|
|
float2 temp_output_21_0_g68 = CentralUV27_g66;
|
|
float2 break2_g68 = abs( temp_output_21_0_g68 );
|
|
float saferPower4_g68 = abs( break2_g68.x );
|
|
float saferPower3_g68 = abs( break2_g68.y );
|
|
float saferPower6_g68 = abs( ( pow( saferPower4_g68 , 2.0 ) + pow( saferPower3_g68 , 2.0 ) ) );
|
|
float Spherize26_g66 = CZY_Spherize;
|
|
float Flatness32_g66 = ( 20.0 * CZY_Spherize );
|
|
float Scale164_g66 = ( CZY_MainCloudScale * 0.1 );
|
|
float mulTime5_g66 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed );
|
|
float Time6_g66 = mulTime5_g66;
|
|
float2 Wind18_g66 = ( Time6_g66 * float2( 0.1,0.2 ) );
|
|
float2 temp_output_10_0_g68 = (( ( temp_output_21_0_g68 * ( pow( saferPower6_g68 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / Scale164_g66 ) + Wind18_g66);
|
|
float2 coords35_g68 = temp_output_10_0_g68 * 60.0;
|
|
float2 id35_g68 = 0;
|
|
float2 uv35_g68 = 0;
|
|
float fade35_g68 = 0.5;
|
|
float voroi35_g68 = 0;
|
|
float rest35_g68 = 0;
|
|
for( int it35_g68 = 0; it35_g68 <2; it35_g68++ ){
|
|
voroi35_g68 += fade35_g68 * voronoi35_g68( coords35_g68, time35_g68, id35_g68, uv35_g68, 0,voronoiSmoothId35_g68 );
|
|
rest35_g68 += fade35_g68;
|
|
coords35_g68 *= 2;
|
|
fade35_g68 *= 0.5;
|
|
}//Voronoi35_g68
|
|
voroi35_g68 /= rest35_g68;
|
|
float time13_g68 = 0.0;
|
|
float2 voronoiSmoothId13_g68 = 0;
|
|
float2 coords13_g68 = temp_output_10_0_g68 * 25.0;
|
|
float2 id13_g68 = 0;
|
|
float2 uv13_g68 = 0;
|
|
float fade13_g68 = 0.5;
|
|
float voroi13_g68 = 0;
|
|
float rest13_g68 = 0;
|
|
for( int it13_g68 = 0; it13_g68 <2; it13_g68++ ){
|
|
voroi13_g68 += fade13_g68 * voronoi13_g68( coords13_g68, time13_g68, id13_g68, uv13_g68, 0,voronoiSmoothId13_g68 );
|
|
rest13_g68 += fade13_g68;
|
|
coords13_g68 *= 2;
|
|
fade13_g68 *= 0.5;
|
|
}//Voronoi13_g68
|
|
voroi13_g68 /= rest13_g68;
|
|
float time11_g68 = 17.23;
|
|
float2 voronoiSmoothId11_g68 = 0;
|
|
float2 coords11_g68 = temp_output_10_0_g68 * 9.0;
|
|
float2 id11_g68 = 0;
|
|
float2 uv11_g68 = 0;
|
|
float fade11_g68 = 0.5;
|
|
float voroi11_g68 = 0;
|
|
float rest11_g68 = 0;
|
|
for( int it11_g68 = 0; it11_g68 <2; it11_g68++ ){
|
|
voroi11_g68 += fade11_g68 * voronoi11_g68( coords11_g68, time11_g68, id11_g68, uv11_g68, 0,voronoiSmoothId11_g68 );
|
|
rest11_g68 += fade11_g68;
|
|
coords11_g68 *= 2;
|
|
fade11_g68 *= 0.5;
|
|
}//Voronoi11_g68
|
|
voroi11_g68 /= rest11_g68;
|
|
float2 texCoord2_g66 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_4_0_g66 = ( texCoord2_g66 - float2( 0.5,0.5 ) );
|
|
float dotResult7_g66 = dot( temp_output_4_0_g66 , temp_output_4_0_g66 );
|
|
float ModifiedCohesion17_g66 = ( CZY_CloudCohesion * 1.0 * ( 1.0 - dotResult7_g66 ) );
|
|
float lerpResult15_g68 = lerp( saturate( ( voroi35_g68 + voroi13_g68 ) ) , voroi11_g68 , ModifiedCohesion17_g66);
|
|
float CumulusCoverage29_g66 = CZY_CumulusCoverageMultiplier;
|
|
float lerpResult16_g68 = lerp( lerpResult15_g68 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_60_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g68 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT1Alpha66_g66 = SampleGradient( gradient59_g66, temp_output_60_0_g66 ).r;
|
|
Gradient gradient62_g66 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
|
|
float time35_g67 = 0.0;
|
|
float2 voronoiSmoothId35_g67 = 0;
|
|
float2 temp_output_21_0_g67 = CentralUV27_g66;
|
|
float2 break2_g67 = abs( temp_output_21_0_g67 );
|
|
float saferPower4_g67 = abs( break2_g67.x );
|
|
float saferPower3_g67 = abs( break2_g67.y );
|
|
float saferPower6_g67 = abs( ( pow( saferPower4_g67 , 2.0 ) + pow( saferPower3_g67 , 2.0 ) ) );
|
|
float2 temp_output_10_0_g67 = (( ( temp_output_21_0_g67 * ( pow( saferPower6_g67 , Spherize26_g66 ) * Flatness32_g66 ) ) + float2( 0.5,0.5 ) )*( 2.0 / ( Scale164_g66 * 1.5 ) ) + ( Wind18_g66 * float2( 0.5,0.5 ) ));
|
|
float2 coords35_g67 = temp_output_10_0_g67 * 60.0;
|
|
float2 id35_g67 = 0;
|
|
float2 uv35_g67 = 0;
|
|
float fade35_g67 = 0.5;
|
|
float voroi35_g67 = 0;
|
|
float rest35_g67 = 0;
|
|
for( int it35_g67 = 0; it35_g67 <2; it35_g67++ ){
|
|
voroi35_g67 += fade35_g67 * voronoi35_g67( coords35_g67, time35_g67, id35_g67, uv35_g67, 0,voronoiSmoothId35_g67 );
|
|
rest35_g67 += fade35_g67;
|
|
coords35_g67 *= 2;
|
|
fade35_g67 *= 0.5;
|
|
}//Voronoi35_g67
|
|
voroi35_g67 /= rest35_g67;
|
|
float time13_g67 = 0.0;
|
|
float2 voronoiSmoothId13_g67 = 0;
|
|
float2 coords13_g67 = temp_output_10_0_g67 * 25.0;
|
|
float2 id13_g67 = 0;
|
|
float2 uv13_g67 = 0;
|
|
float fade13_g67 = 0.5;
|
|
float voroi13_g67 = 0;
|
|
float rest13_g67 = 0;
|
|
for( int it13_g67 = 0; it13_g67 <2; it13_g67++ ){
|
|
voroi13_g67 += fade13_g67 * voronoi13_g67( coords13_g67, time13_g67, id13_g67, uv13_g67, 0,voronoiSmoothId13_g67 );
|
|
rest13_g67 += fade13_g67;
|
|
coords13_g67 *= 2;
|
|
fade13_g67 *= 0.5;
|
|
}//Voronoi13_g67
|
|
voroi13_g67 /= rest13_g67;
|
|
float time11_g67 = 17.23;
|
|
float2 voronoiSmoothId11_g67 = 0;
|
|
float2 coords11_g67 = temp_output_10_0_g67 * 9.0;
|
|
float2 id11_g67 = 0;
|
|
float2 uv11_g67 = 0;
|
|
float fade11_g67 = 0.5;
|
|
float voroi11_g67 = 0;
|
|
float rest11_g67 = 0;
|
|
for( int it11_g67 = 0; it11_g67 <2; it11_g67++ ){
|
|
voroi11_g67 += fade11_g67 * voronoi11_g67( coords11_g67, time11_g67, id11_g67, uv11_g67, 0,voronoiSmoothId11_g67 );
|
|
rest11_g67 += fade11_g67;
|
|
coords11_g67 *= 2;
|
|
fade11_g67 *= 0.5;
|
|
}//Voronoi11_g67
|
|
voroi11_g67 /= rest11_g67;
|
|
float lerpResult15_g67 = lerp( saturate( ( voroi35_g67 + voroi13_g67 ) ) , voroi11_g67 , ( ModifiedCohesion17_g66 * 1.1 ));
|
|
float lerpResult16_g67 = lerp( lerpResult15_g67 , 1.0 , ( ( 1.0 - CumulusCoverage29_g66 ) + -0.7 ));
|
|
float temp_output_61_0_g66 = saturate( (0.0 + (( Dot49_g66 * ( 1.0 - lerpResult16_g67 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
|
|
float IT2Alpha65_g66 = SampleGradient( gradient62_g66, temp_output_61_0_g66 ).r;
|
|
float temp_output_173_0_g66 = max( IT1Alpha66_g66 , IT2Alpha65_g66 );
|
|
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g76 =(bool)_FullySubmerged;
|
|
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
|
float textureSample20_g76 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
|
|
|
|
|
|
float Alpha = ( saturate( ( temp_output_173_0_g66 + ( temp_output_173_0_g66 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g76 ) );
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float3 normalWS = normalize(input.normalWS);
|
|
float2 octNormalWS = PackNormalOctQuadEncode(normalWS);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
|
#else
|
|
float3 normalWS = input.normalWS;
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
}
|
|
|
|
CustomEditor "DistantLands.Cozy.EditorScripts.EmptyShaderGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback "Hidden/InternalErrorShader"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19801
|
|
Node;AmplifyShaderEditor.FunctionNode;1251;-944,-400;Inherit;False;Stylized Clouds (Ghibli Desktop);0;;66;6b2329401197307438a30ab78c237583;0;0;3;COLOR;0;FLOAT;183;FLOAT;184
|
|
Node;AmplifyShaderEditor.RangedFloatNode;1252;-848,-192;Inherit;False;Global;CZY_CloudsFogAmount;CZY_CloudsFogAmount;8;0;Create;True;0;0;0;False;0;False;0;0.509;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;1253;-848,-272;Inherit;False;Global;CZY_CloudsFogLightAmount;CZY_CloudsFogLightAmount;7;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.FunctionNode;1254;-512,-400;Inherit;False;AddFogToSkyLayer;-1;;369;36a78fe96c9f6fa4dab85c7793736468;0;3;89;COLOR;0,0,0,0;False;91;FLOAT;0;False;59;FLOAT;0;False;2;COLOR;84;FLOAT;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1236;-670.0242,-403.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1234;-670.0242,-403.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1235;-670.0242,-403.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1232;-670.0242,-400;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
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WireConnection;1254;91;1253;0
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ASEEND*/
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//CHKSM=AA13ACB82AE12C9F5FA06766419CA48DFC1CED1C |