// Made with Amplify Shader Editor v1.9.7.1 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Tobyfredson/Simple Water_URP" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [Normal][SingleLineTexture]_Normalmap("Normalmap", 2D) = "bump" {} _LerpStrenght("Lerp Strenght", Range( 0 , 1)) = 0.5 _Smoothness("Smoothness", Range( 0 , 1)) = 1 _Metall("Metall", Range( 0 , 1)) = 0 _UV1TilingXYScaleZW("UV1 Tiling (XY) Scale (ZW)", Vector) = (1,1,1,1) _UV2TilingXYScaleZW("UV2 Tiling (XY) Scale (ZW)", Vector) = (1,1,1,1) _AnimateUV1XYUV2ZW("Animate UV1 (XY) UV2 (ZW)", Vector) = (0,0,0,0) _NS2("NS 2", Float) = 0 _NS1("NS 1", Float) = 0 [SingleLineTexture]_Foam("Foam", 2D) = "white" {} _MainColour("Main Colour", Color) = (0.7279412,0.7011786,0.7011786,0) _FresnelPower("Fresnel Power", Range( 0 , 5)) = 1 _FoamDepth("Foam Depth", Float) = 0 _DephFadeDistance("Deph Fade Distance", Float) = 0 _FoamFalloff("Foam Falloff", Float) = 0 _Edgedistance("Edge distance", Float) = 1 _FoamTile("Foam Tile", Vector) = (0,0,0,0) //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } Cull Back ZWrite On ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_FORWARD #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_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 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; half4 fogFactorAndVertexLight : TEXCOORD2; float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD8; #endif float4 ase_texcoord9 : TEXCOORD9; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _Foam; sampler2D _Normalmap; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(input.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; output.ase_texcoord9.z = eyeDepth; output.ase_texcoord9.xy = input.texcoord.xy; output.ase_normal = input.normalOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord9.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); #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 OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) output.lightmapUVOrVertexSH.zw = input.texcoord.xy; output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( vertexInput.positionCS.z ); #else half fogFactor = 0; #endif output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; 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.vertex = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * 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].vertex.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 #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( input.tSpace0.xyz ); float3 WorldTangent = input.tSpace1.xyz; float3 WorldBiTangent = input.tSpace2.xyz; #endif float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth127 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth127 = abs( ( screenDepth127 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _Edgedistance ) ); float temp_output_128_0 = ( 1.0 - distanceDepth127 ); float2 texCoord144 = input.ase_texcoord9.xy * _FoamTile + float2( 0,0 ); float2 panner152 = ( 1.0 * _Time.y * float2( -0.01,0.01 ) + texCoord144); float clampResult132 = clamp( ( ( temp_output_128_0 * 1.0 ) * ( saturate( pow( abs( ( temp_output_128_0 + _FoamDepth ) ) , _FoamFalloff ) ) * tex2D( _Foam, panner152 ).r ) ) , 0.0 , 1.0 ); float Edge131 = clampResult132; float2 appendResult7 = (float2(ase_screenPosNorm.x , ase_screenPosNorm.y)); float2 temp_output_24_0 = (WorldPosition).xz; float2 appendResult31 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.x ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.y ))); float2 appendResult36 = (float2(_UV1TilingXYScaleZW.x , _UV1TilingXYScaleZW.y)); float2 appendResult38 = (float2(_UV1TilingXYScaleZW.z , _UV1TilingXYScaleZW.w)); float2 UV140 = ( ( ( temp_output_24_0 + appendResult31 ) * appendResult36 ) / appendResult38 ); float screenDepth78 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth78 = saturate( abs( ( screenDepth78 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DephFadeDistance ) ) ); float DephFade79 = distanceDepth78; float3 unpack2 = UnpackNormalScale( tex2D( _Normalmap, UV140 ), ( _NS1 * DephFade79 ) ); unpack2.z = lerp( 1, unpack2.z, saturate(( _NS1 * DephFade79 )) ); float2 appendResult43 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.z ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.w ))); float2 appendResult49 = (float2(_UV2TilingXYScaleZW.x , _UV2TilingXYScaleZW.y)); float2 appendResult50 = (float2(_UV2TilingXYScaleZW.z , _UV2TilingXYScaleZW.w)); float2 UV247 = ( ( ( temp_output_24_0 + appendResult43 ) * appendResult49 ) / appendResult50 ); float3 unpack4 = UnpackNormalScale( tex2D( _Normalmap, UV247 ), ( _NS2 * DephFade79 ) ); unpack4.z = lerp( 1, unpack4.z, saturate(( _NS2 * DephFade79 )) ); float3 lerpResult8 = lerp( unpack2 , unpack4 , _LerpStrenght); float3 Normalmap12 = lerpResult8; float2 ScreenUV20 = ( appendResult7 - ( (Normalmap12).xy * 0.1 ) ); float eyeDepth91 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( float4( ScreenUV20, 0.0 , 0.0 ).xy ),_ZBufferParams); float eyeDepth = input.ase_texcoord9.z; float ifLocalVar90 = 0; if( eyeDepth91 > eyeDepth ) ifLocalVar90 = 1.0; else if( eyeDepth91 < eyeDepth ) ifLocalVar90 = 0.0; float4 fetchOpaqueVal1 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( ScreenUV20 * ifLocalVar90 ) ), 1.0 ); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float dotResult62 = dot( ase_viewDirWS , input.ase_normal ); float Fresnel68 = pow( ( 1.0 - saturate( abs( dotResult62 ) ) ) , _FresnelPower ); float4 lerpResult55 = lerp( fetchOpaqueVal1 , _MainColour , ( Fresnel68 * DephFade79 )); float3 BaseColor = ( Edge131 + lerpResult55 ).rgb; float3 Normal = Normalmap12; float3 Emission = 0; float3 Specular = 0.5; float Metallic = _Metall; float Smoothness = _Smoothness; float Occlusion = 1; float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = input.positionCS; inputData.viewDirectionWS = WorldViewDirection; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = ShadowCoords; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef ASE_FOG inputData.fogCoord = input.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, inputData.shadowMask ); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif #endif SurfaceData surfaceData; surfaceData.albedo = BaseColor; surfaceData.metallic = saturate(Metallic); surfaceData.specular = Specular; surfaceData.smoothness = saturate(Smoothness), surfaceData.occlusion = Occlusion, surfaceData.emission = Emission, surfaceData.alpha = saturate(Alpha); surfaceData.normalTS = Normal; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surfaceData.clearCoatMask = saturate(CoatMask); surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif #ifdef _ASE_LIGHTING_SIMPLE half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); #else half4 color = UniversalFragmentPBR( inputData, surfaceData); #endif #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; #define SUM_LIGHT_TRANSMISSION(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ color.rgb += BaseColor * transmission; SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; #define SUM_LIGHT_TRANSLUCENCY(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 lightDir = Light.direction + inputData.normalWS * normal;\ half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ color.rgb += BaseColor * translucency * strength; SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), input.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, input.fogFactorAndVertexLight.x); #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 color; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHONLY #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; 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 UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; 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 vertex : 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.vertex = input.positionOS; output.normalOS = input.normalOS; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.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 float Alpha = 1; 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 "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma shader_feature EDITOR_VISUALIZATION #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_META #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_POSITION struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD2; float4 LightCoord : TEXCOORD3; #endif float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _Foam; sampler2D _Normalmap; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float4 ase_clipPos = TransformObjectToHClip((input.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); output.ase_texcoord4 = screenPos; float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(input.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; output.ase_texcoord5.z = eyeDepth; output.ase_texcoord5.xy = input.texcoord0.xy; output.ase_normal = input.normalOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = positionWS; #endif output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); output.VizUV = float4(VizUV, 0, 0); output.LightCoord = LightCoord; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = output.positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; 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.vertex = input.positionOS; output.normalOS = input.normalOS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * 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].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #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 float4 screenPos = input.ase_texcoord4; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth127 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth127 = abs( ( screenDepth127 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _Edgedistance ) ); float temp_output_128_0 = ( 1.0 - distanceDepth127 ); float2 texCoord144 = input.ase_texcoord5.xy * _FoamTile + float2( 0,0 ); float2 panner152 = ( 1.0 * _Time.y * float2( -0.01,0.01 ) + texCoord144); float clampResult132 = clamp( ( ( temp_output_128_0 * 1.0 ) * ( saturate( pow( abs( ( temp_output_128_0 + _FoamDepth ) ) , _FoamFalloff ) ) * tex2D( _Foam, panner152 ).r ) ) , 0.0 , 1.0 ); float Edge131 = clampResult132; float2 appendResult7 = (float2(ase_screenPosNorm.x , ase_screenPosNorm.y)); float2 temp_output_24_0 = (WorldPosition).xz; float2 appendResult31 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.x ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.y ))); float2 appendResult36 = (float2(_UV1TilingXYScaleZW.x , _UV1TilingXYScaleZW.y)); float2 appendResult38 = (float2(_UV1TilingXYScaleZW.z , _UV1TilingXYScaleZW.w)); float2 UV140 = ( ( ( temp_output_24_0 + appendResult31 ) * appendResult36 ) / appendResult38 ); float screenDepth78 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth78 = saturate( abs( ( screenDepth78 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DephFadeDistance ) ) ); float DephFade79 = distanceDepth78; float3 unpack2 = UnpackNormalScale( tex2D( _Normalmap, UV140 ), ( _NS1 * DephFade79 ) ); unpack2.z = lerp( 1, unpack2.z, saturate(( _NS1 * DephFade79 )) ); float2 appendResult43 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.z ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.w ))); float2 appendResult49 = (float2(_UV2TilingXYScaleZW.x , _UV2TilingXYScaleZW.y)); float2 appendResult50 = (float2(_UV2TilingXYScaleZW.z , _UV2TilingXYScaleZW.w)); float2 UV247 = ( ( ( temp_output_24_0 + appendResult43 ) * appendResult49 ) / appendResult50 ); float3 unpack4 = UnpackNormalScale( tex2D( _Normalmap, UV247 ), ( _NS2 * DephFade79 ) ); unpack4.z = lerp( 1, unpack4.z, saturate(( _NS2 * DephFade79 )) ); float3 lerpResult8 = lerp( unpack2 , unpack4 , _LerpStrenght); float3 Normalmap12 = lerpResult8; float2 ScreenUV20 = ( appendResult7 - ( (Normalmap12).xy * 0.1 ) ); float eyeDepth91 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( float4( ScreenUV20, 0.0 , 0.0 ).xy ),_ZBufferParams); float eyeDepth = input.ase_texcoord5.z; float ifLocalVar90 = 0; if( eyeDepth91 > eyeDepth ) ifLocalVar90 = 1.0; else if( eyeDepth91 < eyeDepth ) ifLocalVar90 = 0.0; float4 fetchOpaqueVal1 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( ScreenUV20 * ifLocalVar90 ) ), 1.0 ); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float dotResult62 = dot( ase_viewDirWS , input.ase_normal ); float Fresnel68 = pow( ( 1.0 - saturate( abs( dotResult62 ) ) ) , _FresnelPower ); float4 lerpResult55 = lerp( fetchOpaqueVal1 , _MainColour , ( Fresnel68 * DephFade79 )); float3 BaseColor = ( Edge131 + lerpResult55 ).rgb; float3 Emission = 0; float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = input.VizUV.xy; metaInput.LightCoord = input.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_2D #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_POSITION struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _Foam; sampler2D _Normalmap; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID( input ); UNITY_TRANSFER_INSTANCE_ID( input, output ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); float4 ase_clipPos = TransformObjectToHClip((input.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); output.ase_texcoord2 = screenPos; float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(input.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; output.ase_texcoord3.z = eyeDepth; output.ase_texcoord3.xy = input.ase_texcoord.xy; output.ase_normal = input.normalOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; 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; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : 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.vertex = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #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 float4 screenPos = input.ase_texcoord2; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth127 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth127 = abs( ( screenDepth127 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _Edgedistance ) ); float temp_output_128_0 = ( 1.0 - distanceDepth127 ); float2 texCoord144 = input.ase_texcoord3.xy * _FoamTile + float2( 0,0 ); float2 panner152 = ( 1.0 * _Time.y * float2( -0.01,0.01 ) + texCoord144); float clampResult132 = clamp( ( ( temp_output_128_0 * 1.0 ) * ( saturate( pow( abs( ( temp_output_128_0 + _FoamDepth ) ) , _FoamFalloff ) ) * tex2D( _Foam, panner152 ).r ) ) , 0.0 , 1.0 ); float Edge131 = clampResult132; float2 appendResult7 = (float2(ase_screenPosNorm.x , ase_screenPosNorm.y)); float2 temp_output_24_0 = (WorldPosition).xz; float2 appendResult31 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.x ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.y ))); float2 appendResult36 = (float2(_UV1TilingXYScaleZW.x , _UV1TilingXYScaleZW.y)); float2 appendResult38 = (float2(_UV1TilingXYScaleZW.z , _UV1TilingXYScaleZW.w)); float2 UV140 = ( ( ( temp_output_24_0 + appendResult31 ) * appendResult36 ) / appendResult38 ); float screenDepth78 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth78 = saturate( abs( ( screenDepth78 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DephFadeDistance ) ) ); float DephFade79 = distanceDepth78; float3 unpack2 = UnpackNormalScale( tex2D( _Normalmap, UV140 ), ( _NS1 * DephFade79 ) ); unpack2.z = lerp( 1, unpack2.z, saturate(( _NS1 * DephFade79 )) ); float2 appendResult43 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.z ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.w ))); float2 appendResult49 = (float2(_UV2TilingXYScaleZW.x , _UV2TilingXYScaleZW.y)); float2 appendResult50 = (float2(_UV2TilingXYScaleZW.z , _UV2TilingXYScaleZW.w)); float2 UV247 = ( ( ( temp_output_24_0 + appendResult43 ) * appendResult49 ) / appendResult50 ); float3 unpack4 = UnpackNormalScale( tex2D( _Normalmap, UV247 ), ( _NS2 * DephFade79 ) ); unpack4.z = lerp( 1, unpack4.z, saturate(( _NS2 * DephFade79 )) ); float3 lerpResult8 = lerp( unpack2 , unpack4 , _LerpStrenght); float3 Normalmap12 = lerpResult8; float2 ScreenUV20 = ( appendResult7 - ( (Normalmap12).xy * 0.1 ) ); float eyeDepth91 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( float4( ScreenUV20, 0.0 , 0.0 ).xy ),_ZBufferParams); float eyeDepth = input.ase_texcoord3.z; float ifLocalVar90 = 0; if( eyeDepth91 > eyeDepth ) ifLocalVar90 = 1.0; else if( eyeDepth91 < eyeDepth ) ifLocalVar90 = 0.0; float4 fetchOpaqueVal1 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( ScreenUV20 * ifLocalVar90 ) ), 1.0 ); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float dotResult62 = dot( ase_viewDirWS , input.ase_normal ); float Fresnel68 = pow( ( 1.0 - saturate( abs( dotResult62 ) ) ) , _FresnelPower ); float4 lerpResult55 = lerp( fetchOpaqueVal1 , _MainColour , ( Fresnel68 * DephFade79 )); float3 BaseColor = ( Edge131 + lerpResult55 ).rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #define REQUIRE_DEPTH_TEXTURE 1 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY //#define SHADERPASS SHADERPASS_DEPTHNORMALS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldTangent : TEXCOORD2; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD3; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD4; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _Normalmap; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); float3 normalWS = TransformObjectToWorldNormal( input.normalOS ); float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = vertexInput.positionWS; #endif output.worldNormal = normalWS; output.worldTangent = tangentWS; #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 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.vertex = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.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 ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); float3 WorldNormal = input.worldNormal; float4 WorldTangent = input.worldTangent; 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 float2 temp_output_24_0 = (WorldPosition).xz; float2 appendResult31 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.x ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.y ))); float2 appendResult36 = (float2(_UV1TilingXYScaleZW.x , _UV1TilingXYScaleZW.y)); float2 appendResult38 = (float2(_UV1TilingXYScaleZW.z , _UV1TilingXYScaleZW.w)); float2 UV140 = ( ( ( temp_output_24_0 + appendResult31 ) * appendResult36 ) / appendResult38 ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth78 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth78 = saturate( abs( ( screenDepth78 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DephFadeDistance ) ) ); float DephFade79 = distanceDepth78; float3 unpack2 = UnpackNormalScale( tex2D( _Normalmap, UV140 ), ( _NS1 * DephFade79 ) ); unpack2.z = lerp( 1, unpack2.z, saturate(( _NS1 * DephFade79 )) ); float2 appendResult43 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.z ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.w ))); float2 appendResult49 = (float2(_UV2TilingXYScaleZW.x , _UV2TilingXYScaleZW.y)); float2 appendResult50 = (float2(_UV2TilingXYScaleZW.z , _UV2TilingXYScaleZW.w)); float2 UV247 = ( ( ( temp_output_24_0 + appendResult43 ) * appendResult49 ) / appendResult50 ); float3 unpack4 = UnpackNormalScale( tex2D( _Normalmap, UV247 ), ( _NS2 * DephFade79 ) ); unpack4.z = lerp( 1, unpack4.z, saturate(( _NS2 * DephFade79 )) ); float3 lerpResult8 = lerp( unpack2 , unpack4 , _LerpStrenght); float3 Normalmap12 = lerpResult8; float3 Normal = Normalmap12; float Alpha = 1; 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) float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = WorldNormal; #endif outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_GBUFFER #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_VERT_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 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; half4 fogFactorAndVertexLight : TEXCOORD2; float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD8; #endif float4 ase_texcoord9 : TEXCOORD9; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _Foam; sampler2D _Normalmap; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(input.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; output.ase_texcoord9.z = eyeDepth; output.ase_texcoord9.xy = input.texcoord.xy; output.ase_normal = input.normalOS; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord9.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); #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 OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) output.lightmapUVOrVertexSH.zw = input.texcoord.xy; output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight = half4(0, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; 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.vertex = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * 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].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif FragmentOutput frag ( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( input.tSpace0.xyz ); float3 WorldTangent = input.tSpace1.xyz; float3 WorldBiTangent = input.tSpace2.xyz; #endif float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #else ShadowCoords = float4(0, 0, 0, 0); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth127 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth127 = abs( ( screenDepth127 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _Edgedistance ) ); float temp_output_128_0 = ( 1.0 - distanceDepth127 ); float2 texCoord144 = input.ase_texcoord9.xy * _FoamTile + float2( 0,0 ); float2 panner152 = ( 1.0 * _Time.y * float2( -0.01,0.01 ) + texCoord144); float clampResult132 = clamp( ( ( temp_output_128_0 * 1.0 ) * ( saturate( pow( abs( ( temp_output_128_0 + _FoamDepth ) ) , _FoamFalloff ) ) * tex2D( _Foam, panner152 ).r ) ) , 0.0 , 1.0 ); float Edge131 = clampResult132; float2 appendResult7 = (float2(ase_screenPosNorm.x , ase_screenPosNorm.y)); float2 temp_output_24_0 = (WorldPosition).xz; float2 appendResult31 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.x ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.y ))); float2 appendResult36 = (float2(_UV1TilingXYScaleZW.x , _UV1TilingXYScaleZW.y)); float2 appendResult38 = (float2(_UV1TilingXYScaleZW.z , _UV1TilingXYScaleZW.w)); float2 UV140 = ( ( ( temp_output_24_0 + appendResult31 ) * appendResult36 ) / appendResult38 ); float screenDepth78 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth78 = saturate( abs( ( screenDepth78 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DephFadeDistance ) ) ); float DephFade79 = distanceDepth78; float3 unpack2 = UnpackNormalScale( tex2D( _Normalmap, UV140 ), ( _NS1 * DephFade79 ) ); unpack2.z = lerp( 1, unpack2.z, saturate(( _NS1 * DephFade79 )) ); float2 appendResult43 = (float2(( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.z ) , ( ( _TimeParameters.x * 0.05 ) * _AnimateUV1XYUV2ZW.w ))); float2 appendResult49 = (float2(_UV2TilingXYScaleZW.x , _UV2TilingXYScaleZW.y)); float2 appendResult50 = (float2(_UV2TilingXYScaleZW.z , _UV2TilingXYScaleZW.w)); float2 UV247 = ( ( ( temp_output_24_0 + appendResult43 ) * appendResult49 ) / appendResult50 ); float3 unpack4 = UnpackNormalScale( tex2D( _Normalmap, UV247 ), ( _NS2 * DephFade79 ) ); unpack4.z = lerp( 1, unpack4.z, saturate(( _NS2 * DephFade79 )) ); float3 lerpResult8 = lerp( unpack2 , unpack4 , _LerpStrenght); float3 Normalmap12 = lerpResult8; float2 ScreenUV20 = ( appendResult7 - ( (Normalmap12).xy * 0.1 ) ); float eyeDepth91 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( float4( ScreenUV20, 0.0 , 0.0 ).xy ),_ZBufferParams); float eyeDepth = input.ase_texcoord9.z; float ifLocalVar90 = 0; if( eyeDepth91 > eyeDepth ) ifLocalVar90 = 1.0; else if( eyeDepth91 < eyeDepth ) ifLocalVar90 = 0.0; float4 fetchOpaqueVal1 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( ScreenUV20 * ifLocalVar90 ) ), 1.0 ); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float dotResult62 = dot( ase_viewDirWS , input.ase_normal ); float Fresnel68 = pow( ( 1.0 - saturate( abs( dotResult62 ) ) ) , _FresnelPower ); float4 lerpResult55 = lerp( fetchOpaqueVal1 , _MainColour , ( Fresnel68 * DephFade79 )); float3 BaseColor = ( Edge131 + lerpResult55 ).rgb; float3 Normal = Normalmap12; float3 Emission = 0; float3 Specular = 0.5; float Metallic = _Metall; float Smoothness = _Smoothness; float Occlusion = 1; float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #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.positionCS = input.positionCS; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif #else inputData.normalWS = WorldNormal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, inputData.shadowMask ); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif #endif #ifdef _DBUFFER ApplyDecal(input.positionCS, BaseColor, Specular, inputData.normalWS, Metallic, Occlusion, Smoothness); #endif BRDFData brdfData; InitializeBRDFData (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); half4 color; MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SCENESELECTIONPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : 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.vertex = input.positionOS; output.normalOS = input.normalOS; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.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; surfaceDescription.Alpha = 1; 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; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SCENEPICKINGPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : 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.vertex = input.positionOS; output.normalOS = input.normalOS; return output; } TessellationFactors TessellationFunction (InputPatch 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].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * 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].vertex.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; surfaceDescription.Alpha = 1; 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; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "MotionVectors" Tags { "LightMode"="MotionVectors" } ColorMask RG HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _NORMALMAP 1 #define ASE_VERSION 19701 #define ASE_SRP_VERSION 170003 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_MOTION_VECTORS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #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.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" struct Attributes { float4 positionOS : POSITION; float3 positionOld : TEXCOORD4; #if _ADD_PRECOMPUTED_VELOCITY float3 alembicMotionVector : TEXCOORD5; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 positionCSNoJitter : TEXCOORD0; float4 previousPositionCSNoJitter : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _AnimateUV1XYUV2ZW; float4 _UV1TilingXYScaleZW; float4 _UV2TilingXYScaleZW; float4 _MainColour; float2 _FoamTile; float _Edgedistance; float _FoamDepth; float _FoamFalloff; float _NS1; float _DephFadeDistance; float _NS2; float _LerpStrenght; float _FresnelPower; float _Metall; float _Smoothness; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(APLICATION_SPACE_WARP_MOTION) // We do not need jittered position in ASW output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));; output.positionCS = output.positionCSNoJitter; #else // Jittered. Match the frame. output.positionCS = vertexInput.positionCS; output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS)); #endif float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; #if _ADD_PRECOMPUTED_VELOCITY prevPos = prevPos - float4(input.alembicMotionVector, 0); #endif output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher //ApplyMotionVectorZBias( output.positionCS ); return output; } PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } half4 frag( PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(APLICATION_SPACE_WARP_MOTION) return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); #else return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); #endif } ENDHLSL } } FallBack "Hidden/Shader Graph/FallbackError" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=19701 Node;AmplifyShaderEditor.CommentaryNode;138;-2146.945,739.9734;Inherit;False;1612.929;689.0886;Foam controls and texture;12;158;155;153;151;152;143;145;144;142;170;135;179;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;39;-3868.338,-518.2368;Inherit;False;1649.668;1175.389;Animated UVS;24;47;40;46;34;45;50;38;33;25;36;49;44;48;43;24;31;35;41;28;29;42;23;32;27;;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;69;-2314.021,-964.3464;Inherit;False;1283.21;388.3285;Fresnel;9;68;67;66;65;64;63;62;60;61;;0.4779412,0.7839755,1,1;0;0 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