// Made with Amplify Shader Editor v1.9.7.1 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Tobyfredson/Snow Coverage" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [NoScaleOffset][SingleLineTexture]_Albedo("Albedo", 2D) = "white" {} [NoScaleOffset][Normal][SingleLineTexture]_NormalMap("Normal Map", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Range( -3 , 3)) = 1 [NoScaleOffset][SingleLineTexture]_MetallicAoGloss("Metallic/Ao/Gloss", 2D) = "white" {} _Float2("Metallic", Range( 0 , 1)) = 0 _Float4("Ambient Occlusion", Range( 0 , 1)) = 0 _TransitionDistance1("Transition Distance", Float) = 0 _Float3("Smoothness", Range( 0 , 1)) = 0 _ShapeOcclusion("Shape Occlusion", Range( -1 , 1)) = 0 _Tiling("Tiling", Vector) = (1,1,0,0) _Offset("Offset", Vector) = (1,1,0,0) _TransitionFalloff1("Transition Falloff", Float) = 0 [NoScaleOffset][SingleLineTexture]_SnowAlbedo("Snow Albedo", 2D) = "white" {} [NoScaleOffset][Normal][SingleLineTexture]_SnowNormal("Snow Normal", 2D) = "bump" {} _TilingTriplanar("Tiling Triplanar", Vector) = (1,1,0,0) _SnowAmount("Snow Amount", Range( 0 , 5)) = 1 _CoverageFalloff("Coverage Falloff", Range( 0.01 , 5)) = 0.5 [Toggle(_SPARKLES_ON)] _Sparkles("Sparkles", Float) = 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"="Opaque" "Queue"="Geometry" "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 One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #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 #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_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma shader_feature_local _SPARKLES_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; 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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 _Albedo; sampler2D _SnowAlbedo; sampler2D _NormalMap; sampler2D _SnowNormal; sampler2D _MetallicAoGloss; inline float4 TriplanarSampling296( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float3 TriplanarSampling277( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN , 1.0).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord9.xy = input.texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.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 ); float2 texCoord266 = input.ase_texcoord9.xy * _Tiling + _Offset; float4 triplanar296 = TriplanarSampling296( _SnowAlbedo, _SnowAlbedo, _SnowAlbedo, WorldPosition, WorldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 unpack279 = UnpackNormalScale( tex2D( _NormalMap, texCoord266 ), _NormalIntensity ); unpack279.z = lerp( 1, unpack279.z, saturate(_NormalIntensity) ); float3 tex2DNode279 = unpack279; float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal); float3 triplanar277 = TriplanarSampling277( _SnowNormal, _SnowNormal, _SnowNormal, WorldPosition, WorldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 tanTriplanarNormal277 = mul( ase_worldToTangent, triplanar277 ); float temp_output_276_0 = saturate( ( WorldNormal.y * _SnowAmount ) ); float3 lerpResult283 = lerp( tex2DNode279 , tanTriplanarNormal277 , temp_output_276_0); float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 tanNormal289 = lerpResult283; float3 worldNormal289 = float3(dot(tanToWorld0,tanNormal289), dot(tanToWorld1,tanNormal289), dot(tanToWorld2,tanNormal289)); float temp_output_305_0 = saturate( ( worldNormal289.y * _SnowAmount ) ); float4 lerpResult315 = lerp( tex2D( _Albedo, texCoord266 ) , triplanar296 , temp_output_305_0); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float fresnelNdotV437 = dot( WorldNormal, ase_viewDirWS ); float fresnelNode437 = ( 0.0 + 4.0 * pow( 1.0 - fresnelNdotV437, 0.5 ) ); float mulTime407 = _TimeParameters.x * 0.001; float simplePerlin3D409 = snoise( ( WorldPosition + mulTime407 )*25.0 ); float smoothstepResult414 = smoothstep( 0.8 , ( 0.8 + 1.0 ) , ( simplePerlin3D409 * simplePerlin3D409 )); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoords ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float3 normalizeResult413 = normalize( WorldTangent ); float3 tanNormal429 = normalizeResult413; float3 _SparkleFresnel5 = float3(50,50,3); float fresnelNdotV429 = dot( float3(dot(tanToWorld0,tanNormal429), dot(tanToWorld1,tanNormal429), dot(tanToWorld2,tanNormal429)), ase_viewDirWS ); float fresnelNode429 = ( _SparkleFresnel5.x + _SparkleFresnel5.y * pow( 1.0 - fresnelNdotV429, _SparkleFresnel5.z ) ); float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS ); float dotResult424 = dot( ase_viewDirSafeWS , -_MainLightPosition.xyz ); float lerpResult432 = lerp( 0.0 , ( 6.0 * smoothstepResult414 * fresnelNode429 * ase_lightAtten ) , saturate( (dotResult424*1.0 + _ShapeOcclusion) )); float DistanceFade380 = saturate( pow( abs( ( distance( WorldPosition , _WorldSpaceCameraPos ) / _TransitionDistance1 ) ) , _TransitionFalloff1 ) ); float SnowSparkles385 = ( ( ( 1.0 - saturate( fresnelNode437 ) ) * smoothstepResult414 * 500.0 * ase_lightAtten ) + ( lerpResult432 * DistanceFade380 ) ); #ifdef _SPARKLES_ON float4 staticSwitch388 = ( SnowSparkles385 + lerpResult315 ); #else float4 staticSwitch388 = lerpResult315; #endif float3 lerpResult329 = lerp( lerpResult283 , BlendNormal( tex2DNode279 , tanTriplanarNormal277 ) , WorldNormal.y); float4 tex2DNode297 = tex2D( _MetallicAoGloss, texCoord266 ); float lerpResult317 = lerp( ( tex2DNode297.a * _Float3 ) , triplanar296.a , temp_output_305_0); float lerpResult324 = lerp( pow( abs( tex2DNode297.g ) , _Float4 ) , temp_output_276_0 , temp_output_276_0); float3 BaseColor = staticSwitch388.xyz; float3 Normal = lerpResult329; float3 Emission = 0; float3 Specular = 0.5; float Metallic = ( tex2DNode297.r * _Float2 ); float Smoothness = lerpResult317; float Occlusion = lerpResult324; 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 "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #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 multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_SHADOWCASTER #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.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 #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) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif float3 _LightDirection; float3 _LightPosition; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher positionCS = ApplyShadowClamping(positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = positionCS; output.clipPosV = positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 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; float AlphaClipThresholdShadow = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #pragma multi_compile_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) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 #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 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_NORMAL #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma shader_feature_local _SPARKLES_ON struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_tangent : TANGENT; 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; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 _Albedo; sampler2D _SnowAlbedo; sampler2D _NormalMap; sampler2D _SnowNormal; inline float4 TriplanarSampling296( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float3 TriplanarSampling277( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN , 1.0).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 ase_worldNormal = TransformObjectToWorldNormal(input.normalOS); output.ase_texcoord5.xyz = ase_worldNormal; float3 ase_worldTangent = TransformObjectToWorldDir(input.ase_tangent.xyz); output.ase_texcoord6.xyz = ase_worldTangent; float ase_vertexTangentSign = input.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; output.ase_texcoord7.xyz = ase_worldBitangent; output.ase_texcoord4.xy = input.texcoord0.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord4.zw = 0; output.ase_texcoord5.w = 0; output.ase_texcoord6.w = 0; output.ase_texcoord7.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; float4 ase_tangent : 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.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_tangent = input.ase_tangent; 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; output.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 float2 texCoord266 = input.ase_texcoord4.xy * _Tiling + _Offset; float3 ase_worldNormal = input.ase_texcoord5.xyz; float4 triplanar296 = TriplanarSampling296( _SnowAlbedo, _SnowAlbedo, _SnowAlbedo, WorldPosition, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 unpack279 = UnpackNormalScale( tex2D( _NormalMap, texCoord266 ), _NormalIntensity ); unpack279.z = lerp( 1, unpack279.z, saturate(_NormalIntensity) ); float3 tex2DNode279 = unpack279; float3 ase_worldTangent = input.ase_texcoord6.xyz; float3 ase_worldBitangent = input.ase_texcoord7.xyz; float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal); float3 triplanar277 = TriplanarSampling277( _SnowNormal, _SnowNormal, _SnowNormal, WorldPosition, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 tanTriplanarNormal277 = mul( ase_worldToTangent, triplanar277 ); float temp_output_276_0 = saturate( ( ase_worldNormal.y * _SnowAmount ) ); float3 lerpResult283 = lerp( tex2DNode279 , tanTriplanarNormal277 , temp_output_276_0); float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 tanNormal289 = lerpResult283; float3 worldNormal289 = float3(dot(tanToWorld0,tanNormal289), dot(tanToWorld1,tanNormal289), dot(tanToWorld2,tanNormal289)); float temp_output_305_0 = saturate( ( worldNormal289.y * _SnowAmount ) ); float4 lerpResult315 = lerp( tex2D( _Albedo, texCoord266 ) , triplanar296 , temp_output_305_0); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float fresnelNdotV437 = dot( ase_worldNormal, ase_viewDirWS ); float fresnelNode437 = ( 0.0 + 4.0 * pow( 1.0 - fresnelNdotV437, 0.5 ) ); float mulTime407 = _TimeParameters.x * 0.001; float simplePerlin3D409 = snoise( ( WorldPosition + mulTime407 )*25.0 ); float smoothstepResult414 = smoothstep( 0.8 , ( 0.8 + 1.0 ) , ( simplePerlin3D409 * simplePerlin3D409 )); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoords ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float3 normalizeResult413 = normalize( ase_worldTangent ); float3 tanNormal429 = normalizeResult413; float3 _SparkleFresnel5 = float3(50,50,3); float fresnelNdotV429 = dot( float3(dot(tanToWorld0,tanNormal429), dot(tanToWorld1,tanNormal429), dot(tanToWorld2,tanNormal429)), ase_viewDirWS ); float fresnelNode429 = ( _SparkleFresnel5.x + _SparkleFresnel5.y * pow( 1.0 - fresnelNdotV429, _SparkleFresnel5.z ) ); float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS ); float dotResult424 = dot( ase_viewDirSafeWS , -_MainLightPosition.xyz ); float lerpResult432 = lerp( 0.0 , ( 6.0 * smoothstepResult414 * fresnelNode429 * ase_lightAtten ) , saturate( (dotResult424*1.0 + _ShapeOcclusion) )); float DistanceFade380 = saturate( pow( abs( ( distance( WorldPosition , _WorldSpaceCameraPos ) / _TransitionDistance1 ) ) , _TransitionFalloff1 ) ); float SnowSparkles385 = ( ( ( 1.0 - saturate( fresnelNode437 ) ) * smoothstepResult414 * 500.0 * ase_lightAtten ) + ( lerpResult432 * DistanceFade380 ) ); #ifdef _SPARKLES_ON float4 staticSwitch388 = ( SnowSparkles385 + lerpResult315 ); #else float4 staticSwitch388 = lerpResult315; #endif float3 BaseColor = staticSwitch388.xyz; 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 One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #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 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_NORMAL #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma shader_feature_local _SPARKLES_ON struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; 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; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 _Albedo; sampler2D _SnowAlbedo; sampler2D _NormalMap; sampler2D _SnowNormal; inline float4 TriplanarSampling296( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float3 TriplanarSampling277( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN , 1.0).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID( input ); UNITY_TRANSFER_INSTANCE_ID( input, output ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); float3 ase_worldNormal = TransformObjectToWorldNormal(input.normalOS); output.ase_texcoord3.xyz = ase_worldNormal; float3 ase_worldTangent = TransformObjectToWorldDir(input.ase_tangent.xyz); output.ase_texcoord4.xyz = ase_worldTangent; float ase_vertexTangentSign = input.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; output.ase_texcoord5.xyz = ase_worldBitangent; output.ase_texcoord2.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord2.zw = 0; output.ase_texcoord3.w = 0; output.ase_texcoord4.w = 0; 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; 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; float4 ase_tangent : 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.ase_texcoord = input.ase_texcoord; output.ase_tangent = input.ase_tangent; 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; output.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 float2 texCoord266 = input.ase_texcoord2.xy * _Tiling + _Offset; float3 ase_worldNormal = input.ase_texcoord3.xyz; float4 triplanar296 = TriplanarSampling296( _SnowAlbedo, _SnowAlbedo, _SnowAlbedo, WorldPosition, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 unpack279 = UnpackNormalScale( tex2D( _NormalMap, texCoord266 ), _NormalIntensity ); unpack279.z = lerp( 1, unpack279.z, saturate(_NormalIntensity) ); float3 tex2DNode279 = unpack279; float3 ase_worldTangent = input.ase_texcoord4.xyz; float3 ase_worldBitangent = input.ase_texcoord5.xyz; float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal); float3 triplanar277 = TriplanarSampling277( _SnowNormal, _SnowNormal, _SnowNormal, WorldPosition, ase_worldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 tanTriplanarNormal277 = mul( ase_worldToTangent, triplanar277 ); float temp_output_276_0 = saturate( ( ase_worldNormal.y * _SnowAmount ) ); float3 lerpResult283 = lerp( tex2DNode279 , tanTriplanarNormal277 , temp_output_276_0); float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 tanNormal289 = lerpResult283; float3 worldNormal289 = float3(dot(tanToWorld0,tanNormal289), dot(tanToWorld1,tanNormal289), dot(tanToWorld2,tanNormal289)); float temp_output_305_0 = saturate( ( worldNormal289.y * _SnowAmount ) ); float4 lerpResult315 = lerp( tex2D( _Albedo, texCoord266 ) , triplanar296 , temp_output_305_0); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float fresnelNdotV437 = dot( ase_worldNormal, ase_viewDirWS ); float fresnelNode437 = ( 0.0 + 4.0 * pow( 1.0 - fresnelNdotV437, 0.5 ) ); float mulTime407 = _TimeParameters.x * 0.001; float simplePerlin3D409 = snoise( ( WorldPosition + mulTime407 )*25.0 ); float smoothstepResult414 = smoothstep( 0.8 , ( 0.8 + 1.0 ) , ( simplePerlin3D409 * simplePerlin3D409 )); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoords ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float3 normalizeResult413 = normalize( ase_worldTangent ); float3 tanNormal429 = normalizeResult413; float3 _SparkleFresnel5 = float3(50,50,3); float fresnelNdotV429 = dot( float3(dot(tanToWorld0,tanNormal429), dot(tanToWorld1,tanNormal429), dot(tanToWorld2,tanNormal429)), ase_viewDirWS ); float fresnelNode429 = ( _SparkleFresnel5.x + _SparkleFresnel5.y * pow( 1.0 - fresnelNdotV429, _SparkleFresnel5.z ) ); float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS ); float dotResult424 = dot( ase_viewDirSafeWS , -_MainLightPosition.xyz ); float lerpResult432 = lerp( 0.0 , ( 6.0 * smoothstepResult414 * fresnelNode429 * ase_lightAtten ) , saturate( (dotResult424*1.0 + _ShapeOcclusion) )); float DistanceFade380 = saturate( pow( abs( ( distance( WorldPosition , _WorldSpaceCameraPos ) / _TransitionDistance1 ) ) , _TransitionFalloff1 ) ); float SnowSparkles385 = ( ( ( 1.0 - saturate( fresnelNode437 ) ) * smoothstepResult414 * 500.0 * ase_lightAtten ) + ( lerpResult432 * DistanceFade380 ) ); #ifdef _SPARKLES_ON float4 staticSwitch388 = ( SnowSparkles385 + lerpResult315 ); #else float4 staticSwitch388 = lerpResult315; #endif float3 BaseColor = staticSwitch388.xyz; 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 #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_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_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #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 ase_texcoord : TEXCOORD0; 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 float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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; sampler2D _SnowNormal; inline float3 TriplanarSampling277( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN , 1.0).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float3 ase_worldNormal = TransformObjectToWorldNormal(input.normalOS); float3 ase_worldTangent = TransformObjectToWorldDir(input.tangentOS.xyz); float ase_vertexTangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; output.ase_texcoord6.xyz = ase_worldBitangent; output.ase_texcoord5.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord5.zw = 0; output.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; 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; 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.tangentOS = input.tangentOS; 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.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].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 texCoord266 = input.ase_texcoord5.xy * _Tiling + _Offset; float3 unpack279 = UnpackNormalScale( tex2D( _NormalMap, texCoord266 ), _NormalIntensity ); unpack279.z = lerp( 1, unpack279.z, saturate(_NormalIntensity) ); float3 tex2DNode279 = unpack279; float3 ase_worldBitangent = input.ase_texcoord6.xyz; float3x3 ase_worldToTangent = float3x3(WorldTangent.xyz,ase_worldBitangent,WorldNormal); float3 triplanar277 = TriplanarSampling277( _SnowNormal, _SnowNormal, _SnowNormal, WorldPosition, WorldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 tanTriplanarNormal277 = mul( ase_worldToTangent, triplanar277 ); float temp_output_276_0 = saturate( ( WorldNormal.y * _SnowAmount ) ); float3 lerpResult283 = lerp( tex2DNode279 , tanTriplanarNormal277 , temp_output_276_0); float3 lerpResult329 = lerp( lerpResult283 , BlendNormal( tex2DNode279 , tanTriplanarNormal277 ) , WorldNormal.y); float3 Normal = lerpResult329; 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 One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #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 #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_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma shader_feature_local _SPARKLES_ON #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; 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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 _Albedo; sampler2D _SnowAlbedo; sampler2D _NormalMap; sampler2D _SnowNormal; sampler2D _MetallicAoGloss; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" inline float4 TriplanarSampling296( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float3 TriplanarSampling277( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); xNorm.xyz = half3( UnpackNormalScale( xNorm , 1.0 ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx; yNorm.xyz = half3( UnpackNormalScale( yNorm , 1.0 ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; zNorm.xyz = half3( UnpackNormalScale( zNorm , 1.0 ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz; yNormN.xyz = half3( UnpackNormalScale( yNormN , 1.0).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy; return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z ); } float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float snoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord9.xy = input.texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.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 ); float2 texCoord266 = input.ase_texcoord9.xy * _Tiling + _Offset; float4 triplanar296 = TriplanarSampling296( _SnowAlbedo, _SnowAlbedo, _SnowAlbedo, WorldPosition, WorldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 unpack279 = UnpackNormalScale( tex2D( _NormalMap, texCoord266 ), _NormalIntensity ); unpack279.z = lerp( 1, unpack279.z, saturate(_NormalIntensity) ); float3 tex2DNode279 = unpack279; float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal); float3 triplanar277 = TriplanarSampling277( _SnowNormal, _SnowNormal, _SnowNormal, WorldPosition, WorldNormal, _CoverageFalloff, _TilingTriplanar, float3( 1,1,1 ), float3(0,0,0) ); float3 tanTriplanarNormal277 = mul( ase_worldToTangent, triplanar277 ); float temp_output_276_0 = saturate( ( WorldNormal.y * _SnowAmount ) ); float3 lerpResult283 = lerp( tex2DNode279 , tanTriplanarNormal277 , temp_output_276_0); float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 tanNormal289 = lerpResult283; float3 worldNormal289 = float3(dot(tanToWorld0,tanNormal289), dot(tanToWorld1,tanNormal289), dot(tanToWorld2,tanNormal289)); float temp_output_305_0 = saturate( ( worldNormal289.y * _SnowAmount ) ); float4 lerpResult315 = lerp( tex2D( _Albedo, texCoord266 ) , triplanar296 , temp_output_305_0); float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition ); float3 ase_viewDirWS = normalize( ase_viewVectorWS ); float fresnelNdotV437 = dot( WorldNormal, ase_viewDirWS ); float fresnelNode437 = ( 0.0 + 4.0 * pow( 1.0 - fresnelNdotV437, 0.5 ) ); float mulTime407 = _TimeParameters.x * 0.001; float simplePerlin3D409 = snoise( ( WorldPosition + mulTime407 )*25.0 ); float smoothstepResult414 = smoothstep( 0.8 , ( 0.8 + 1.0 ) , ( simplePerlin3D409 * simplePerlin3D409 )); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoords ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float3 normalizeResult413 = normalize( WorldTangent ); float3 tanNormal429 = normalizeResult413; float3 _SparkleFresnel5 = float3(50,50,3); float fresnelNdotV429 = dot( float3(dot(tanToWorld0,tanNormal429), dot(tanToWorld1,tanNormal429), dot(tanToWorld2,tanNormal429)), ase_viewDirWS ); float fresnelNode429 = ( _SparkleFresnel5.x + _SparkleFresnel5.y * pow( 1.0 - fresnelNdotV429, _SparkleFresnel5.z ) ); float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS ); float dotResult424 = dot( ase_viewDirSafeWS , -_MainLightPosition.xyz ); float lerpResult432 = lerp( 0.0 , ( 6.0 * smoothstepResult414 * fresnelNode429 * ase_lightAtten ) , saturate( (dotResult424*1.0 + _ShapeOcclusion) )); float DistanceFade380 = saturate( pow( abs( ( distance( WorldPosition , _WorldSpaceCameraPos ) / _TransitionDistance1 ) ) , _TransitionFalloff1 ) ); float SnowSparkles385 = ( ( ( 1.0 - saturate( fresnelNode437 ) ) * smoothstepResult414 * 500.0 * ase_lightAtten ) + ( lerpResult432 * DistanceFade380 ) ); #ifdef _SPARKLES_ON float4 staticSwitch388 = ( SnowSparkles385 + lerpResult315 ); #else float4 staticSwitch388 = lerpResult315; #endif float3 lerpResult329 = lerp( lerpResult283 , BlendNormal( tex2DNode279 , tanTriplanarNormal277 ) , WorldNormal.y); float4 tex2DNode297 = tex2D( _MetallicAoGloss, texCoord266 ); float lerpResult317 = lerp( ( tex2DNode297.a * _Float3 ) , triplanar296.a , temp_output_305_0); float lerpResult324 = lerp( pow( abs( tex2DNode297.g ) , _Float4 ) , temp_output_276_0 , temp_output_276_0); float3 BaseColor = staticSwitch388.xyz; float3 Normal = lerpResult329; float3 Emission = 0; float3 Specular = 0.5; float Metallic = ( tex2DNode297.r * _Float2 ); float Smoothness = lerpResult317; float Occlusion = lerpResult324; 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 #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) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 #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) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 #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) float2 _Tiling; float2 _Offset; float2 _TilingTriplanar; float _CoverageFalloff; float _NormalIntensity; float _SnowAmount; float _ShapeOcclusion; float _TransitionDistance1; float _TransitionFalloff1; float _Float2; float _Float3; float _Float4; #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 } } CustomEditor "UnityEditor.ShaderGraphLitGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19701 Node;AmplifyShaderEditor.CommentaryNode;440;-1378,990;Inherit;False;3359.442;1465.521;;29;385;439;438;435;434;433;432;430;429;428;427;426;425;424;423;422;421;419;418;417;416;415;414;413;412;411;410;405;404;Sparkle Effect;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;346;-1376,2560;Inherit;False;1502.046;541.0069;;10;380;374;368;441;361;360;355;354;351;350;Distance Fade;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;333;-1360,-400;Inherit;False;504.7488;381.7164;Comment;3;256;262;266;Tile UVs;1,1,1,1;0;0 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