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- // Made with Amplify Shader Editor v1.9.7.1
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "Tobyfredson/Candela Flame (URP)"
- {
- Properties
- {
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [NoScaleOffset]_TextureSample0("Texture Sample 0", 2D) = "white" {}
- _Brightnessmultiply("Brightness multiply", Range( 0 , 10)) = 0
- [NoScaleOffset]_TextureSample1("Texture Sample 1", 2D) = "white" {}
- _Color0("Color 0", Color) = (1,0.6099074,0,0)
- _Color1("Color 1", Color) = (1,0.08614121,0,0)
- _Color2("Color 2", Color) = (1,1,1,0)
- _Color3("Color 3", Color) = (1,1,1,0)
- _Flamespeed("Flame speed", Float) = 0
- _NoiseScale("Noise Scale", Float) = 1
- _DepthFadeAmount("Depth Fade Amount", Float) = 0
- _EM_Power("EM_Power", Range( 0 , 1)) = 1
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
- //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
- //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
- //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
- //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
- //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
- //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
- //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
- [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
- [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
- [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
- [HideInInspector] _QueueControl("_QueueControl", Float) = -1
- [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
- [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
- //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
- }
- SubShader
- {
- LOD 0
-
- Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
- Cull Back
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- AlphaToMask Off
-
- HLSLINCLUDE
- #pragma target 4.5
- #pragma prefer_hlslcc gles
- // ensure rendering platforms toggle list is visible
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
- #ifndef ASE_TESS_FUNCS
- #define ASE_TESS_FUNCS
- float4 FixedTess( float tessValue )
- {
- return tessValue;
- }
- float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
- {
- float3 wpos = mul(o2w,vertex).xyz;
- float dist = distance (wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
- float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
- float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
- {
- float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
- float DistanceFromPlane (float3 pos, float4 plane)
- {
- float d = dot (float4(pos,1.0f), plane);
- return d;
- }
- bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
- {
- float4 planeTest;
- planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
- return !all (planeTest);
- }
- float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
- {
- float3 f;
- f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
- f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
- f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
- return CalcTriEdgeTessFactors (f);
- }
- float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
- float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- #endif //ASE_TESS_FUNCS
- ENDHLSL
-
- Pass
- {
-
- Name "Forward"
- Tags { "LightMode"="UniversalForward" }
- Blend One One, One OneMinusSrcAlpha
- ZWrite Off
- 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
- #define _SPECULAR_SETUP 1
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define ASE_VERSION 19701
- #define ASE_SRP_VERSION 170003
- #define REQUIRE_DEPTH_TEXTURE 1
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma 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_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- #define ASE_NEEDS_VERT_TANGENT
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float4 lightmapUVOrVertexSH : TEXCOORD1;
- half4 fogFactorAndVertexLight : TEXCOORD2;
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD7;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- float4 probeOcclusion : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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 _TextureSample0;
- sampler2D _TextureSample1;
-
- 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);
- //Calculate new billboard vertex position and normal;
- float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
- float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
- float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
- float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
- input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
- input.tangentOS.xyz = normalize( mul( float4( input.tangentOS.xyz , 0 ), rotationCamMatrix )).xyz;
- input.positionOS.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
- input.positionOS.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
- input.positionOS.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
- input.positionOS = mul( input.positionOS, rotationCamMatrix );
- input.positionOS = mul( GetWorldToObjectMatrix(), float4( input.positionOS.xyz, 0 ) );
- 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 = 0;
- #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<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
- output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- half4 frag ( PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize( input.tSpace0.xyz );
- float3 WorldTangent = input.tSpace1.xyz;
- float3 WorldBiTangent = input.tSpace2.xyz;
- #endif
- float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
- float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- WorldViewDirection = SafeNormalize( WorldViewDirection );
- float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float screenDepth57 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
- float distanceDepth57 = saturate( abs( ( screenDepth57 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeAmount ) ) );
- float2 texCoord34 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float2 appendResult30 = (float2(-_Flamespeed , -_Flamespeed));
- float2 appendResult40 = (float2(WorldPosition.x , WorldPosition.y));
- float2 texCoord26 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float2 panner27 = ( 1.0 * _Time.y * appendResult30 + ( ( appendResult40 * 0.1 ) + ( texCoord26 * _NoiseScale ) ));
- float4 tex2DNode1 = tex2D( _TextureSample0, ( texCoord34 + ( texCoord34.y * ( (tex2D( _TextureSample1, panner27 )).g - 0.2 ) * texCoord34.y ) ) );
- float2 uv_TextureSample055 = input.ase_texcoord9.xy;
- float4 temp_output_59_0 = ( distanceDepth57 * ( _Brightnessmultiply * ( ( _Color0 * tex2DNode1.r ) + ( _Color1 * tex2DNode1.g ) + ( tex2DNode1.b * _Color2 ) + ( tex2D( _TextureSample0, uv_TextureSample055 ).a * _Color3 ) ) ) );
-
- float3 temp_cast_2 = (0.0).xxx;
-
- float3 BaseColor = temp_output_59_0.rgb;
- float3 Normal = float3(0, 0, 1);
- float3 Emission = ( _EM_Power * temp_output_59_0 ).rgb;
- float3 Specular = temp_cast_2;
- float Metallic = 0;
- float Smoothness = 0.0;
- float Occlusion = 1;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
- #ifdef _CLEARCOAT
- float CoatMask = 0;
- float CoatSmoothness = 0;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.positionCS = input.positionCS;
- inputData.viewDirectionWS = WorldViewDirection;
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #else
- inputData.normalWS = WorldNormal;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = ShadowCoords;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
- #ifdef ASE_FOG
- inputData.fogCoord = input.fogFactorAndVertexLight.x;
- #endif
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = input.lightmapUVOrVertexSH.xyz;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
- inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
- inputData.normalWS,
- inputData.viewDirectionWS,
- input.positionCS.xy,
- input.probeOcclusion,
- inputData.shadowMask );
- #else
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #endif
- #ifdef ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
- #else
- inputData.vertexSH = SH;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- inputData.probeOcclusion = input.probeOcclusion;
- #endif
- #endif
- SurfaceData surfaceData;
- surfaceData.albedo = BaseColor;
- surfaceData.metallic = saturate(Metallic);
- surfaceData.specular = Specular;
- surfaceData.smoothness = saturate(Smoothness),
- surfaceData.occlusion = Occlusion,
- surfaceData.emission = Emission,
- surfaceData.alpha = saturate(Alpha);
- surfaceData.normalTS = Normal;
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
- #ifdef _CLEARCOAT
- surfaceData.clearCoatMask = saturate(CoatMask);
- surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
- #endif
- #ifdef _DBUFFER
- ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
- #endif
- #ifdef _ASE_LIGHTING_SIMPLE
- half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
- #else
- half4 color = UniversalFragmentPBR( inputData, surfaceData);
- #endif
- #ifdef ASE_TRANSMISSION
- {
- float shadow = _TransmissionShadow;
- #define SUM_LIGHT_TRANSMISSION(Light)\
- float3 atten = Light.color * Light.distanceAttenuation;\
- atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
- half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
- color.rgb += BaseColor * transmission;
- SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
- #if defined(_ADDITIONAL_LIGHTS)
- uint meshRenderingLayers = GetMeshRenderingLayer();
- uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
- [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
- {
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSMISSION( light );
- }
- }
- #endif
- LIGHT_LOOP_BEGIN( pixelLightCount )
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSMISSION( light );
- }
- LIGHT_LOOP_END
- #endif
- }
- #endif
- #ifdef ASE_TRANSLUCENCY
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
- #define SUM_LIGHT_TRANSLUCENCY(Light)\
- float3 atten = Light.color * Light.distanceAttenuation;\
- atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
- half3 lightDir = Light.direction + inputData.normalWS * normal;\
- half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
- half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
- color.rgb += BaseColor * translucency * strength;
- SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
- #if defined(_ADDITIONAL_LIGHTS)
- uint meshRenderingLayers = GetMeshRenderingLayer();
- uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
- [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
- {
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSLUCENCY( light );
- }
- }
- #endif
- LIGHT_LOOP_BEGIN( pixelLightCount )
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- #ifdef _LIGHT_LAYERS
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSLUCENCY( light );
- }
- LIGHT_LOOP_END
- #endif
- }
- #endif
- #ifdef ASE_REFRACTION
- float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- projScreenPos.xy += refractionOffset.xy;
- float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
- color.rgb = lerp( refraction, color.rgb, color.a );
- color.a = 1;
- #endif
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), input.fogFactorAndVertexLight.x );
- #else
- color.rgb = MixFog(color.rgb, input.fogFactorAndVertexLight.x);
- #endif
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthOnly"
- Tags { "LightMode"="DepthOnly" }
- ZWrite On
- ColorMask 0
- AlphaToMask Off
- HLSLPROGRAM
- #pragma multi_compile_local_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #define _SPECULAR_SETUP 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #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
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_tangent : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD1;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD2;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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);
- //Calculate new billboard vertex position and normal;
- float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
- float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
- float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
- float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
- input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
- input.ase_tangent.xyz = normalize( mul( float4( input.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
- input.positionOS.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
- input.positionOS.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
- input.positionOS.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
- input.positionOS = mul( input.positionOS, rotationCamMatrix );
- input.positionOS = mul( GetWorldToObjectMatrix(), float4( input.positionOS.xyz, 0 ) );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = 0;
- #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;
- 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_tangent = input.ase_tangent;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].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_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
- #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 "Universal2D"
- Tags { "LightMode"="Universal2D" }
- Blend One One, One OneMinusSrcAlpha
- ZWrite Off
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
- HLSLPROGRAM
- #pragma multi_compile_local_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #define _SPECULAR_SETUP 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define ASE_VERSION 19701
- #define ASE_SRP_VERSION 170003
- #define REQUIRE_DEPTH_TEXTURE 1
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
- #define SHADERPASS SHADERPASS_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_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_tangent : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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 _TextureSample0;
- sampler2D _TextureSample1;
-
- 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 );
- //Calculate new billboard vertex position and normal;
- float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
- float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
- float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
- float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
- input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
- input.ase_tangent.xyz = normalize( mul( float4( input.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
- input.positionOS.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
- input.positionOS.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
- input.positionOS.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
- input.positionOS = mul( input.positionOS, rotationCamMatrix );
- input.positionOS = mul( GetWorldToObjectMatrix(), float4( input.positionOS.xyz, 0 ) );
- float4 ase_clipPos = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_clipPos);
- output.ase_texcoord2 = screenPos;
-
- output.ase_texcoord3.xy = input.ase_texcoord.xy;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord3.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = 0;
- #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_tangent : 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.ase_tangent = input.ase_tangent;
- output.ase_texcoord = input.ase_texcoord;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].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_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- half4 frag(PackedVaryings input ) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID( input );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = input.positionWS;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
- float4 screenPos = input.ase_texcoord2;
- float4 ase_screenPosNorm = screenPos / screenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float screenDepth57 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
- float distanceDepth57 = saturate( abs( ( screenDepth57 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeAmount ) ) );
- float2 texCoord34 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float2 appendResult30 = (float2(-_Flamespeed , -_Flamespeed));
- float2 appendResult40 = (float2(WorldPosition.x , WorldPosition.y));
- float2 texCoord26 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float2 panner27 = ( 1.0 * _Time.y * appendResult30 + ( ( appendResult40 * 0.1 ) + ( texCoord26 * _NoiseScale ) ));
- float4 tex2DNode1 = tex2D( _TextureSample0, ( texCoord34 + ( texCoord34.y * ( (tex2D( _TextureSample1, panner27 )).g - 0.2 ) * texCoord34.y ) ) );
- float2 uv_TextureSample055 = input.ase_texcoord3.xy;
- float4 temp_output_59_0 = ( distanceDepth57 * ( _Brightnessmultiply * ( ( _Color0 * tex2DNode1.r ) + ( _Color1 * tex2DNode1.g ) + ( tex2DNode1.b * _Color2 ) + ( tex2D( _TextureSample0, uv_TextureSample055 ).a * _Color3 ) ) ) );
-
- float3 BaseColor = temp_output_59_0.rgb;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- half4 color = half4(BaseColor, Alpha );
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- return color;
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "DepthNormals"
- Tags { "LightMode"="DepthNormals" }
- ZWrite On
- Blend One Zero
- ZTest LEqual
- ZWrite On
- HLSLPROGRAM
- #pragma multi_compile_local_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #define _SPECULAR_SETUP 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #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_VERT_POSITION
- #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;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 worldNormal : TEXCOORD1;
- float4 worldTangent : TEXCOORD2;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD3;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD4;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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);
- //Calculate new billboard vertex position and normal;
- float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
- float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
- float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
- float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
- input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
- input.tangentOS.xyz = normalize( mul( float4( input.tangentOS.xyz , 0 ), rotationCamMatrix )).xyz;
- input.positionOS.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
- input.positionOS.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
- input.positionOS.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
- input.positionOS = mul( input.positionOS, rotationCamMatrix );
- input.positionOS = mul( GetWorldToObjectMatrix(), float4( input.positionOS.xyz, 0 ) );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
- input.normalOS = input.normalOS;
- input.tangentOS = input.tangentOS;
- VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
- float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- output.positionWS = vertexInput.positionWS;
- #endif
- output.worldNormal = normalWS;
- output.worldTangent = tangentWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- return output;
- }
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
- VertexControl vert ( Attributes input )
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.vertex = input.positionOS;
- output.normalOS = input.normalOS;
- output.tangentOS = input.tangentOS;
-
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- void frag( PackedVaryings input
- , out half4 outNormalWS : SV_Target0
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = input.positionWS;
- #endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float3 WorldNormal = input.worldNormal;
- float4 WorldTangent = input.worldTangent;
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float3 Normal = float3(0, 0, 1);
- 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 One, One OneMinusSrcAlpha
- ZWrite Off
- 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
- #define _SPECULAR_SETUP 1
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define ASE_VERSION 19701
- #define ASE_SRP_VERSION 170003
- #define REQUIRE_DEPTH_TEXTURE 1
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ 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_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- #define ASE_NEEDS_VERT_TANGENT
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float4 lightmapUVOrVertexSH : TEXCOORD1;
- half4 fogFactorAndVertexLight : TEXCOORD2;
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD7;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- float4 probeOcclusion : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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 _TextureSample0;
- sampler2D _TextureSample1;
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
-
- PackedVaryings VertexFunction( Attributes input )
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- //Calculate new billboard vertex position and normal;
- float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
- float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
- float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
- float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
- input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
- input.tangentOS.xyz = normalize( mul( float4( input.tangentOS.xyz , 0 ), rotationCamMatrix )).xyz;
- input.positionOS.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
- input.positionOS.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
- input.positionOS.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
- input.positionOS = mul( input.positionOS, rotationCamMatrix );
- input.positionOS = mul( GetWorldToObjectMatrix(), float4( input.positionOS.xyz, 0 ) );
- 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 = 0;
- #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<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
- output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
-
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
- FragmentOutput frag ( PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize( input.tSpace0.xyz );
- float3 WorldTangent = input.tSpace1.xyz;
- float3 WorldBiTangent = input.tSpace2.xyz;
- #endif
- float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
- float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #else
- ShadowCoords = float4(0, 0, 0, 0);
- #endif
- WorldViewDirection = SafeNormalize( WorldViewDirection );
- float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
- ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
- float screenDepth57 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
- float distanceDepth57 = saturate( abs( ( screenDepth57 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _DepthFadeAmount ) ) );
- float2 texCoord34 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float2 appendResult30 = (float2(-_Flamespeed , -_Flamespeed));
- float2 appendResult40 = (float2(WorldPosition.x , WorldPosition.y));
- float2 texCoord26 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float2 panner27 = ( 1.0 * _Time.y * appendResult30 + ( ( appendResult40 * 0.1 ) + ( texCoord26 * _NoiseScale ) ));
- float4 tex2DNode1 = tex2D( _TextureSample0, ( texCoord34 + ( texCoord34.y * ( (tex2D( _TextureSample1, panner27 )).g - 0.2 ) * texCoord34.y ) ) );
- float2 uv_TextureSample055 = input.ase_texcoord9.xy;
- float4 temp_output_59_0 = ( distanceDepth57 * ( _Brightnessmultiply * ( ( _Color0 * tex2DNode1.r ) + ( _Color1 * tex2DNode1.g ) + ( tex2DNode1.b * _Color2 ) + ( tex2D( _TextureSample0, uv_TextureSample055 ).a * _Color3 ) ) ) );
-
- float3 temp_cast_2 = (0.0).xxx;
-
- float3 BaseColor = temp_output_59_0.rgb;
- float3 Normal = float3(0, 0, 1);
- float3 Emission = ( _EM_Power * temp_output_59_0 ).rgb;
- float3 Specular = temp_cast_2;
- float Metallic = 0;
- float Smoothness = 0.0;
- float Occlusion = 1;
- float Alpha = 1;
- float AlphaClipThreshold = 0.5;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
- InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.positionCS = input.positionCS;
- inputData.shadowCoord = ShadowCoords;
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- #else
- inputData.normalWS = WorldNormal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = input.lightmapUVOrVertexSH.xyz;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
- inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
- inputData.normalWS,
- inputData.viewDirectionWS,
- input.positionCS.xy,
- input.probeOcclusion,
- inputData.shadowMask );
- #else
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #endif
- #ifdef ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
- #else
- inputData.vertexSH = SH;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- inputData.probeOcclusion = input.probeOcclusion;
- #endif
- #endif
- #ifdef _DBUFFER
- ApplyDecal(input.positionCS,
- BaseColor,
- Specular,
- inputData.normalWS,
- Metallic,
- Occlusion,
- Smoothness);
- #endif
- BRDFData brdfData;
- InitializeBRDFData
- (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- half4 color;
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
- color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
- color.a = Alpha;
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
- return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
- }
- ENDHLSL
- }
-
- Pass
- {
-
- Name "SceneSelectionPass"
- Tags { "LightMode"="SceneSelectionPass" }
- Cull Off
- AlphaToMask Off
- HLSLPROGRAM
- #pragma multi_compile_local_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #define _SPECULAR_SETUP 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #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"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_tangent : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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);
- //Calculate new billboard vertex position and normal;
- float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
- float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
- float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
- float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
- input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
- input.ase_tangent.xyz = normalize( mul( float4( input.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
- input.positionOS.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
- input.positionOS.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
- input.positionOS.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
- input.positionOS = mul( input.positionOS, rotationCamMatrix );
- input.positionOS = mul( GetWorldToObjectMatrix(), float4( input.positionOS.xyz, 0 ) );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = 0;
- #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;
- 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_tangent = input.ase_tangent;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].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_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
- {
- 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 _SPECULAR_SETUP 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #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"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_NORMAL
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_tangent : TANGENT;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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);
- //Calculate new billboard vertex position and normal;
- float3 upCamVec = normalize ( UNITY_MATRIX_V._m10_m11_m12 );
- float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
- float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
- float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
- input.normalOS = normalize( mul( float4( input.normalOS , 0 ), rotationCamMatrix )).xyz;
- input.ase_tangent.xyz = normalize( mul( float4( input.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
- input.positionOS.x *= length( GetObjectToWorldMatrix()._m00_m10_m20 );
- input.positionOS.y *= length( GetObjectToWorldMatrix()._m01_m11_m21 );
- input.positionOS.z *= length( GetObjectToWorldMatrix()._m02_m12_m22 );
- input.positionOS = mul( input.positionOS, rotationCamMatrix );
- input.positionOS = mul( GetWorldToObjectMatrix(), float4( input.positionOS.xyz, 0 ) );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = 0;
- #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;
- 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_tangent = input.ase_tangent;
- return output;
- }
- TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].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_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
- {
- 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
- #define _SPECULAR_SETUP 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define ASE_VERSION 19701
- #define ASE_SRP_VERSION 170003
- #pragma vertex vert
- #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SHADERPASS SHADERPASS_MOTION_VECTORS
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 positionOld : TEXCOORD4;
- #if _ADD_PRECOMPUTED_VELOCITY
- float3 alembicMotionVector : TEXCOORD5;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float4 positionCSNoJitter : TEXCOORD0;
- float4 previousPositionCSNoJitter : TEXCOORD1;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- CBUFFER_START(UnityPerMaterial)
- float4 _Color0;
- float4 _Color1;
- float4 _Color2;
- float4 _Color3;
- float _DepthFadeAmount;
- float _Brightnessmultiply;
- float _Flamespeed;
- float _NoiseScale;
- float _EM_Power;
- #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
- }
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