Tree Leaf Foliage Wind.shader 227 KB

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  1. // Made with Amplify Shader Editor v1.9.7.1
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "Tobyfredson/Tree Leaf Foliage Wind Basic (URP)"
  4. {
  5. Properties
  6. {
  7. [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
  8. [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
  9. _Cutout("Cutout", Range( 0 , 1)) = 0.4
  10. [Header((Albedo))]_AlbedoColor("Albedo Color", Color) = (1,1,1,0)
  11. _AlbedoLightness("Albedo Lightness", Range( 0 , 5)) = 1
  12. [Toggle(_COLORVARIATION_ON)] _ColorVariation("Color Variation", Float) = 0
  13. _LeafColorvariatoion("Leaf Color variatoion", Range( 0 , 5)) = 0.6
  14. [NoScaleOffset]_AlbedoMap("Albedo Map", 2D) = "white" {}
  15. [Header((Normal))][NoScaleOffset]_NormalMap("Normal Map", 2D) = "bump" {}
  16. _NormalIntensity("Normal Intensity", Range( -3 , 3)) = 0
  17. [Toggle(_NORMALBACKFACEFIXBRANCH_ON)] _NormalBackFaceFixBranch("Normal BackFace Fix (Branch)", Float) = 0
  18. [Toggle]_WorldUp("World Up", Float) = 1
  19. [Header((Mask))][NoScaleOffset]_MaskMap("Mask Map", 2D) = "white" {}
  20. [Header((Specular))]_SpecularPower("Specular Power", Range( 0 , 1)) = 1
  21. [Header((Smoothness))]_SmoothnessIntensity("Smoothness Intensity", Float) = 1
  22. [Header((Ambient Occlusion))]_AmbientOcclusionIntensity("Ambient Occlusion Intensity", Range( 0 , 1)) = 1
  23. _AmbientOcclusion("Ambient Occlusion", Range( 0 , 1)) = 1
  24. [Toggle(_VERTEXAO_ON)] _VertexAo("Vertex Ao", Float) = 1
  25. _VertexAointensity("Vertex Ao intensity", Range( 0 , 1)) = 0
  26. [Header((Translucency))]_TranslucencyPower1("Translucency Power", Range( 1 , 10)) = 1
  27. _TranslucencyRange1("Translucency Range", Float) = 1
  28. [Toggle]_TranslucencyTreeTangents("Translucency Tree Tangents", Float) = 0
  29. [Header((Wind))]_GlobalWindPower("Global Wind Power", Range( 0 , 1)) = 1
  30. _WindDirection("Wind Direction", Range( 1.54 , 1.6)) = 1
  31. _WindPower("Wind Power", Range( 0 , 0.89)) = 1
  32. _WorldFrequency("World Frequency", Range( 0 , 1)) = 1
  33. _WindScale("Wind Scale", Range( 0 , 2)) = 1
  34. _WindAngley("Wind Angle (y)", Range( -100 , 100)) = 20
  35. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  36. //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
  37. //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
  38. //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
  39. //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
  40. //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
  41. //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
  42. //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
  43. //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
  44. //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
  45. //_TessMin( "Tess Min Distance", Float ) = 10
  46. //_TessMax( "Tess Max Distance", Float ) = 25
  47. //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
  48. //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
  49. [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
  50. [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
  51. [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
  52. [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
  53. [HideInInspector] _QueueControl("_QueueControl", Float) = -1
  54. [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
  55. [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
  56. [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
  57. //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
  58. }
  59. SubShader
  60. {
  61. LOD 0
  62. Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
  63. Cull Off
  64. ZWrite On
  65. ZTest LEqual
  66. Offset 0 , 0
  67. AlphaToMask Off
  68. HLSLINCLUDE
  69. #pragma target 4.5
  70. #pragma prefer_hlslcc gles
  71. // ensure rendering platforms toggle list is visible
  72. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  73. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
  74. #ifndef ASE_TESS_FUNCS
  75. #define ASE_TESS_FUNCS
  76. float4 FixedTess( float tessValue )
  77. {
  78. return tessValue;
  79. }
  80. float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
  81. {
  82. float3 wpos = mul(o2w,vertex).xyz;
  83. float dist = distance (wpos, cameraPos);
  84. float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
  85. return f;
  86. }
  87. float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
  88. {
  89. float4 tess;
  90. tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
  91. tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
  92. tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
  93. tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
  94. return tess;
  95. }
  96. float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
  97. {
  98. float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
  99. float len = distance(wpos0, wpos1);
  100. float f = max(len * scParams.y / (edgeLen * dist), 1.0);
  101. return f;
  102. }
  103. float DistanceFromPlane (float3 pos, float4 plane)
  104. {
  105. float d = dot (float4(pos,1.0f), plane);
  106. return d;
  107. }
  108. bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
  109. {
  110. float4 planeTest;
  111. planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  112. (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
  113. (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
  114. planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  115. (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
  116. (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
  117. planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  118. (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
  119. (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
  120. planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  121. (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
  122. (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
  123. return !all (planeTest);
  124. }
  125. float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
  126. {
  127. float3 f;
  128. f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
  129. f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
  130. f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
  131. return CalcTriEdgeTessFactors (f);
  132. }
  133. float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
  134. {
  135. float3 pos0 = mul(o2w,v0).xyz;
  136. float3 pos1 = mul(o2w,v1).xyz;
  137. float3 pos2 = mul(o2w,v2).xyz;
  138. float4 tess;
  139. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  140. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  141. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  142. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  143. return tess;
  144. }
  145. float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
  146. {
  147. float3 pos0 = mul(o2w,v0).xyz;
  148. float3 pos1 = mul(o2w,v1).xyz;
  149. float3 pos2 = mul(o2w,v2).xyz;
  150. float4 tess;
  151. if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
  152. {
  153. tess = 0.0f;
  154. }
  155. else
  156. {
  157. tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
  158. tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
  159. tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
  160. tess.w = (tess.x + tess.y + tess.z) / 3.0f;
  161. }
  162. return tess;
  163. }
  164. #endif //ASE_TESS_FUNCS
  165. ENDHLSL
  166. Pass
  167. {
  168. Name "Forward"
  169. Tags { "LightMode"="UniversalForward" }
  170. Blend One Zero, One Zero
  171. ZWrite On
  172. ZTest LEqual
  173. Offset 0 , 0
  174. ColorMask RGBA
  175. HLSLPROGRAM
  176. #pragma multi_compile_local_fragment _ALPHATEST_ON
  177. #define _NORMAL_DROPOFF_TS 1
  178. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  179. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  180. #pragma multi_compile_instancing
  181. #pragma instancing_options renderinglayer
  182. #pragma multi_compile _ LOD_FADE_CROSSFADE
  183. #pragma multi_compile_fog
  184. #define ASE_FOG 1
  185. #define _SPECULAR_SETUP 1
  186. #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
  187. #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  188. #define _NORMALMAP 1
  189. #define ASE_VERSION 19701
  190. #define ASE_SRP_VERSION 170003
  191. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  192. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  193. #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
  194. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  195. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  196. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  197. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  198. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  199. #pragma multi_compile _ _LIGHT_LAYERS
  200. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  201. #pragma multi_compile _ _FORWARD_PLUS
  202. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  203. #pragma multi_compile _ SHADOWS_SHADOWMASK
  204. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  205. #pragma multi_compile _ LIGHTMAP_ON
  206. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  207. #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
  208. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  209. #pragma vertex vert
  210. #pragma fragment frag
  211. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  212. #define _SPECULAR_COLOR 1
  213. #endif
  214. #define SHADERPASS SHADERPASS_FORWARD
  215. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  216. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  217. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  218. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  219. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  220. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  221. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  222. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  223. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  224. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  225. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  226. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  227. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
  228. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  229. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
  230. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  231. #if defined(LOD_FADE_CROSSFADE)
  232. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  233. #endif
  234. #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
  235. #define ENABLE_TERRAIN_PERPIXEL_NORMAL
  236. #endif
  237. #define ASE_NEEDS_VERT_POSITION
  238. #define ASE_NEEDS_VERT_NORMAL
  239. #define ASE_NEEDS_FRAG_WORLD_POSITION
  240. #pragma shader_feature _COLORVARIATION_ON
  241. #pragma shader_feature_local _NORMALBACKFACEFIXBRANCH_ON
  242. #pragma shader_feature_local _VERTEXAO_ON
  243. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  244. #define ASE_SV_DEPTH SV_DepthLessEqual
  245. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  246. #else
  247. #define ASE_SV_DEPTH SV_Depth
  248. #define ASE_SV_POSITION_QUALIFIERS
  249. #endif
  250. struct Attributes
  251. {
  252. float4 positionOS : POSITION;
  253. float3 normalOS : NORMAL;
  254. float4 tangentOS : TANGENT;
  255. float4 texcoord : TEXCOORD0;
  256. float4 texcoord1 : TEXCOORD1;
  257. float4 texcoord2 : TEXCOORD2;
  258. float4 ase_color : COLOR;
  259. UNITY_VERTEX_INPUT_INSTANCE_ID
  260. };
  261. struct PackedVaryings
  262. {
  263. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  264. float4 clipPosV : TEXCOORD0;
  265. float4 lightmapUVOrVertexSH : TEXCOORD1;
  266. half4 fogFactorAndVertexLight : TEXCOORD2;
  267. float4 tSpace0 : TEXCOORD3;
  268. float4 tSpace1 : TEXCOORD4;
  269. float4 tSpace2 : TEXCOORD5;
  270. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  271. float4 shadowCoord : TEXCOORD6;
  272. #endif
  273. #if defined(DYNAMICLIGHTMAP_ON)
  274. float2 dynamicLightmapUV : TEXCOORD7;
  275. #endif
  276. #if defined(USE_APV_PROBE_OCCLUSION)
  277. float4 probeOcclusion : TEXCOORD8;
  278. #endif
  279. float4 ase_texcoord9 : TEXCOORD9;
  280. float4 ase_texcoord10 : TEXCOORD10;
  281. float3 ase_normal : NORMAL;
  282. float4 ase_color : COLOR;
  283. UNITY_VERTEX_INPUT_INSTANCE_ID
  284. UNITY_VERTEX_OUTPUT_STEREO
  285. };
  286. CBUFFER_START(UnityPerMaterial)
  287. float4 _AlbedoColor;
  288. float _WindDirection;
  289. float _VertexAointensity;
  290. float _AmbientOcclusion;
  291. float _SmoothnessIntensity;
  292. float _SpecularPower;
  293. float _NormalIntensity;
  294. float _TranslucencyPower1;
  295. float _TranslucencyRange1;
  296. float _TranslucencyTreeTangents;
  297. float _AlbedoLightness;
  298. float _LeafColorvariatoion;
  299. float _WorldUp;
  300. float _WorldFrequency;
  301. float _WindScale;
  302. float _WindPower;
  303. float _WindAngley;
  304. float _GlobalWindPower;
  305. float _AmbientOcclusionIntensity;
  306. float _Cutout;
  307. #ifdef ASE_TRANSMISSION
  308. float _TransmissionShadow;
  309. #endif
  310. #ifdef ASE_TRANSLUCENCY
  311. float _TransStrength;
  312. float _TransNormal;
  313. float _TransScattering;
  314. float _TransDirect;
  315. float _TransAmbient;
  316. float _TransShadow;
  317. #endif
  318. #ifdef ASE_TESSELLATION
  319. float _TessPhongStrength;
  320. float _TessValue;
  321. float _TessMin;
  322. float _TessMax;
  323. float _TessEdgeLength;
  324. float _TessMaxDisp;
  325. #endif
  326. CBUFFER_END
  327. #ifdef SCENEPICKINGPASS
  328. float4 _SelectionID;
  329. #endif
  330. #ifdef SCENESELECTIONPASS
  331. int _ObjectId;
  332. int _PassValue;
  333. #endif
  334. sampler2D _AlbedoMap;
  335. sampler2D _MaskMap;
  336. sampler2D _NormalMap;
  337. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  338. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  339. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  340. float snoise( float2 v )
  341. {
  342. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  343. float2 i = floor( v + dot( v, C.yy ) );
  344. float2 x0 = v - i + dot( i, C.xx );
  345. float2 i1;
  346. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  347. float4 x12 = x0.xyxy + C.xxzz;
  348. x12.xy -= i1;
  349. i = mod2D289( i );
  350. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  351. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  352. m = m * m;
  353. m = m * m;
  354. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  355. float3 h = abs( x ) - 0.5;
  356. float3 ox = floor( x + 0.5 );
  357. float3 a0 = x - ox;
  358. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  359. float3 g;
  360. g.x = a0.x * x0.x + h.x * x0.y;
  361. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  362. return 130.0 * dot( m, g );
  363. }
  364. //https://www.shadertoy.com/view/XdXGW8
  365. float2 GradientNoiseDir( float2 x )
  366. {
  367. const float2 k = float2( 0.3183099, 0.3678794 );
  368. x = x * k + k.yx;
  369. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  370. }
  371. float GradientNoise( float2 UV, float Scale )
  372. {
  373. float2 p = UV * Scale;
  374. float2 i = floor( p );
  375. float2 f = frac( p );
  376. float2 u = f * f * ( 3.0 - 2.0 * f );
  377. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  378. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  379. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  380. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  381. }
  382. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  383. {
  384. float t = 0.5 * ( 1.0 - contrastValue );
  385. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  386. }
  387. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  388. {
  389. original -= center;
  390. float C = cos( angle );
  391. float S = sin( angle );
  392. float t = 1 - C;
  393. float m00 = t * u.x * u.x + C;
  394. float m01 = t * u.x * u.y - S * u.z;
  395. float m02 = t * u.x * u.z + S * u.y;
  396. float m10 = t * u.x * u.y + S * u.z;
  397. float m11 = t * u.y * u.y + C;
  398. float m12 = t * u.y * u.z - S * u.x;
  399. float m20 = t * u.x * u.z - S * u.y;
  400. float m21 = t * u.y * u.z + S * u.x;
  401. float m22 = t * u.z * u.z + C;
  402. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  403. return mul( finalMatrix, original ) + center;
  404. }
  405. PackedVaryings VertexFunction( Attributes input )
  406. {
  407. PackedVaryings output = (PackedVaryings)0;
  408. UNITY_SETUP_INSTANCE_ID(input);
  409. UNITY_TRANSFER_INSTANCE_ID(input, output);
  410. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  411. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  412. float mulTime10 = _TimeParameters.x * 0.1;
  413. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  414. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  415. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  416. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  417. float4 temp_cast_6 = (gradientNoise19).xxxx;
  418. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  419. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  420. float2 texCoord52 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  421. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  422. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  423. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  424. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  425. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  426. float3 _Vector1 = float3(0,0,0);
  427. float4 temp_cast_8 = (_Vector1.y).xxxx;
  428. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  429. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  430. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  431. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  432. float3 TrunkPivotBend169 = rotatedValue131;
  433. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  434. output.ase_texcoord9.xy = input.texcoord.xy;
  435. output.ase_texcoord10 = input.positionOS;
  436. output.ase_normal = input.normalOS;
  437. output.ase_color = input.ase_color;
  438. //setting value to unused interpolator channels and avoid initialization warnings
  439. output.ase_texcoord9.zw = 0;
  440. #ifdef ASE_ABSOLUTE_VERTEX_POS
  441. float3 defaultVertexValue = input.positionOS.xyz;
  442. #else
  443. float3 defaultVertexValue = float3(0, 0, 0);
  444. #endif
  445. float3 vertexValue = TrunkPivotBend169;
  446. #ifdef ASE_ABSOLUTE_VERTEX_POS
  447. input.positionOS.xyz = vertexValue;
  448. #else
  449. input.positionOS.xyz += vertexValue;
  450. #endif
  451. input.normalOS = LightDetect_Output301;
  452. input.tangentOS = input.tangentOS;
  453. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  454. VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
  455. output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
  456. output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
  457. output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
  458. #if defined(LIGHTMAP_ON)
  459. OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
  460. #endif
  461. #if defined(DYNAMICLIGHTMAP_ON)
  462. output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
  463. #endif
  464. OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
  465. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  466. output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
  467. output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  468. #endif
  469. half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
  470. #ifdef ASE_FOG
  471. half fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
  472. #else
  473. half fogFactor = 0;
  474. #endif
  475. output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
  476. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  477. output.shadowCoord = GetShadowCoord( vertexInput );
  478. #endif
  479. output.positionCS = vertexInput.positionCS;
  480. output.clipPosV = vertexInput.positionCS;
  481. return output;
  482. }
  483. #if defined(ASE_TESSELLATION)
  484. struct VertexControl
  485. {
  486. float4 vertex : INTERNALTESSPOS;
  487. float3 normalOS : NORMAL;
  488. float4 tangentOS : TANGENT;
  489. float4 texcoord : TEXCOORD0;
  490. float4 texcoord1 : TEXCOORD1;
  491. float4 texcoord2 : TEXCOORD2;
  492. float4 ase_color : COLOR;
  493. UNITY_VERTEX_INPUT_INSTANCE_ID
  494. };
  495. struct TessellationFactors
  496. {
  497. float edge[3] : SV_TessFactor;
  498. float inside : SV_InsideTessFactor;
  499. };
  500. VertexControl vert ( Attributes input )
  501. {
  502. VertexControl output;
  503. UNITY_SETUP_INSTANCE_ID(input);
  504. UNITY_TRANSFER_INSTANCE_ID(input, output);
  505. output.vertex = input.positionOS;
  506. output.normalOS = input.normalOS;
  507. output.tangentOS = input.tangentOS;
  508. output.texcoord = input.texcoord;
  509. output.texcoord1 = input.texcoord1;
  510. output.texcoord2 = input.texcoord2;
  511. output.ase_color = input.ase_color;
  512. return output;
  513. }
  514. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  515. {
  516. TessellationFactors output;
  517. float4 tf = 1;
  518. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  519. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  520. #if defined(ASE_FIXED_TESSELLATION)
  521. tf = FixedTess( tessValue );
  522. #elif defined(ASE_DISTANCE_TESSELLATION)
  523. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  524. #elif defined(ASE_LENGTH_TESSELLATION)
  525. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  526. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  527. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  528. #endif
  529. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  530. return output;
  531. }
  532. [domain("tri")]
  533. [partitioning("fractional_odd")]
  534. [outputtopology("triangle_cw")]
  535. [patchconstantfunc("TessellationFunction")]
  536. [outputcontrolpoints(3)]
  537. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  538. {
  539. return patch[id];
  540. }
  541. [domain("tri")]
  542. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  543. {
  544. Attributes output = (Attributes) 0;
  545. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  546. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  547. output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
  548. output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
  549. output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  550. output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
  551. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  552. #if defined(ASE_PHONG_TESSELLATION)
  553. float3 pp[3];
  554. for (int i = 0; i < 3; ++i)
  555. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  556. float phongStrength = _TessPhongStrength;
  557. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  558. #endif
  559. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  560. return VertexFunction(output);
  561. }
  562. #else
  563. PackedVaryings vert ( Attributes input )
  564. {
  565. return VertexFunction( input );
  566. }
  567. #endif
  568. half4 frag ( PackedVaryings input
  569. #ifdef ASE_DEPTH_WRITE_ON
  570. ,out float outputDepth : ASE_SV_DEPTH
  571. #endif
  572. #ifdef _WRITE_RENDERING_LAYERS
  573. , out float4 outRenderingLayers : SV_Target1
  574. #endif
  575. , bool ase_vface : SV_IsFrontFace ) : SV_Target
  576. {
  577. UNITY_SETUP_INSTANCE_ID(input);
  578. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  579. #if defined(LOD_FADE_CROSSFADE)
  580. LODFadeCrossFade( input.positionCS );
  581. #endif
  582. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  583. float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
  584. float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
  585. float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
  586. float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
  587. #else
  588. float3 WorldNormal = normalize( input.tSpace0.xyz );
  589. float3 WorldTangent = input.tSpace1.xyz;
  590. float3 WorldBiTangent = input.tSpace2.xyz;
  591. #endif
  592. float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
  593. float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
  594. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  595. float4 ClipPos = input.clipPosV;
  596. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  597. float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
  598. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  599. ShadowCoords = input.shadowCoord;
  600. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  601. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  602. #endif
  603. WorldViewDirection = SafeNormalize( WorldViewDirection );
  604. float2 uv_AlbedoMap57 = input.ase_texcoord9.xy;
  605. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  606. float4 break150 = tex2DNode57;
  607. float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
  608. float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) );
  609. float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
  610. float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0));
  611. float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion);
  612. #ifdef _COLORVARIATION_ON
  613. float4 staticSwitch91 = lerpResult155;
  614. #else
  615. float4 staticSwitch91 = tex2DNode57;
  616. #endif
  617. float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition );
  618. float3 ase_viewDirWS = normalize( ase_viewVectorWS );
  619. float4 transform313 = mul(GetObjectToWorldMatrix(),float4( input.ase_texcoord10.xyz , 0.0 ));
  620. float dotResult322 = dot( float4( ase_viewDirWS , 0.0 ) , -( float4( _MainLightPosition.xyz , 0.0 ) + ( (( _TranslucencyTreeTangents )?( float4( input.ase_normal , 0.0 ) ):( transform313 )) * _TranslucencyRange1 ) ) );
  621. float2 uv_MaskMap323 = input.ase_texcoord9.xy;
  622. float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
  623. float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
  624. float TobyTranslucency328 = ( saturate( dotResult322 ) * tex2D( _MaskMap, uv_MaskMap323 ).b * ase_lightColor.a );
  625. float TranslucencyIntensity353 = _TranslucencyPower1;
  626. float4 AlbedoOutput204 = ( ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) ) * (1.0 + (TobyTranslucency328 - 0.0) * (TranslucencyIntensity353 - 1.0) / (1.0 - 0.0)) );
  627. float2 uv_NormalMap81 = input.ase_texcoord9.xy;
  628. float3 unpack81 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap81 ), _NormalIntensity );
  629. unpack81.z = lerp( 1, unpack81.z, saturate(_NormalIntensity) );
  630. float3 tex2DNode81 = unpack81;
  631. float3 appendResult232 = (float3(tex2DNode81.r , ( tex2DNode81.g * ase_vface ) , tex2DNode81.b));
  632. float3 appendResult162 = (float3(tex2DNode81.r , tex2DNode81.g , ( tex2DNode81.b * ase_vface )));
  633. #ifdef _NORMALBACKFACEFIXBRANCH_ON
  634. float3 staticSwitch163 = appendResult162;
  635. #else
  636. float3 staticSwitch163 = appendResult232;
  637. #endif
  638. float3 NormalOutput207 = staticSwitch163;
  639. float Specular_Output339 = ( 0.04 * 1.0 * _SpecularPower );
  640. float3 temp_cast_8 = (Specular_Output339).xxx;
  641. float2 uv_MaskMap44 = input.ase_texcoord9.xy;
  642. float4 tex2DNode44 = tex2D( _MaskMap, uv_MaskMap44 );
  643. float SmoothnessOutput192 = ( tex2DNode44.a * _SmoothnessIntensity );
  644. float AoBase175 = pow( abs( tex2DNode44.g ) , _AmbientOcclusion );
  645. float blendOpSrc95 = input.ase_color.r;
  646. float blendOpDest95 = AoBase175;
  647. float lerpBlendMode95 = lerp(blendOpDest95,( blendOpSrc95 * blendOpDest95 ),_VertexAointensity);
  648. #ifdef _VERTEXAO_ON
  649. float staticSwitch108 = ( saturate( lerpBlendMode95 ));
  650. #else
  651. float staticSwitch108 = AoBase175;
  652. #endif
  653. float AoOutput202 = staticSwitch108;
  654. float AmbientOcclusion_Output329 = ( pow( AoOutput202 , _AmbientOcclusionIntensity ) * ( 1.5 / ( ( saturate( TobyTranslucency328 ) * TranslucencyIntensity353 ) + 1.5 ) ) );
  655. float OpacityMaskOutput213 = tex2DNode57.a;
  656. float3 BaseColor = AlbedoOutput204.rgb;
  657. float3 Normal = NormalOutput207;
  658. float3 Emission = 0;
  659. float3 Specular = temp_cast_8;
  660. float Metallic = 0;
  661. float Smoothness = SmoothnessOutput192;
  662. float Occlusion = AmbientOcclusion_Output329;
  663. float Alpha = OpacityMaskOutput213;
  664. float AlphaClipThreshold = _Cutout;
  665. float AlphaClipThresholdShadow = 0.5;
  666. float3 BakedGI = 0;
  667. float3 RefractionColor = 1;
  668. float RefractionIndex = 1;
  669. float3 Transmission = 1;
  670. float3 Translucency = 1;
  671. #ifdef ASE_DEPTH_WRITE_ON
  672. float DepthValue = input.positionCS.z;
  673. #endif
  674. #ifdef _CLEARCOAT
  675. float CoatMask = 0;
  676. float CoatSmoothness = 0;
  677. #endif
  678. #ifdef _ALPHATEST_ON
  679. clip(Alpha - AlphaClipThreshold);
  680. #endif
  681. InputData inputData = (InputData)0;
  682. inputData.positionWS = WorldPosition;
  683. inputData.positionCS = input.positionCS;
  684. inputData.viewDirectionWS = WorldViewDirection;
  685. #ifdef _NORMALMAP
  686. #if _NORMAL_DROPOFF_TS
  687. inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
  688. #elif _NORMAL_DROPOFF_OS
  689. inputData.normalWS = TransformObjectToWorldNormal(Normal);
  690. #elif _NORMAL_DROPOFF_WS
  691. inputData.normalWS = Normal;
  692. #endif
  693. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  694. #else
  695. inputData.normalWS = WorldNormal;
  696. #endif
  697. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  698. inputData.shadowCoord = ShadowCoords;
  699. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  700. inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
  701. #else
  702. inputData.shadowCoord = float4(0, 0, 0, 0);
  703. #endif
  704. #ifdef ASE_FOG
  705. inputData.fogCoord = input.fogFactorAndVertexLight.x;
  706. #endif
  707. inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
  708. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  709. float3 SH = SampleSH(inputData.normalWS.xyz);
  710. #else
  711. float3 SH = input.lightmapUVOrVertexSH.xyz;
  712. #endif
  713. #if defined(DYNAMICLIGHTMAP_ON)
  714. inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
  715. inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
  716. #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
  717. inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
  718. inputData.normalWS,
  719. inputData.viewDirectionWS,
  720. input.positionCS.xy,
  721. input.probeOcclusion,
  722. inputData.shadowMask );
  723. #else
  724. inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
  725. inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
  726. #endif
  727. #ifdef ASE_BAKEDGI
  728. inputData.bakedGI = BakedGI;
  729. #endif
  730. inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
  731. #if defined(DEBUG_DISPLAY)
  732. #if defined(DYNAMICLIGHTMAP_ON)
  733. inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
  734. #endif
  735. #if defined(LIGHTMAP_ON)
  736. inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
  737. #else
  738. inputData.vertexSH = SH;
  739. #endif
  740. #if defined(USE_APV_PROBE_OCCLUSION)
  741. inputData.probeOcclusion = input.probeOcclusion;
  742. #endif
  743. #endif
  744. SurfaceData surfaceData;
  745. surfaceData.albedo = BaseColor;
  746. surfaceData.metallic = saturate(Metallic);
  747. surfaceData.specular = Specular;
  748. surfaceData.smoothness = saturate(Smoothness),
  749. surfaceData.occlusion = Occlusion,
  750. surfaceData.emission = Emission,
  751. surfaceData.alpha = saturate(Alpha);
  752. surfaceData.normalTS = Normal;
  753. surfaceData.clearCoatMask = 0;
  754. surfaceData.clearCoatSmoothness = 1;
  755. #ifdef _CLEARCOAT
  756. surfaceData.clearCoatMask = saturate(CoatMask);
  757. surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
  758. #endif
  759. #ifdef _DBUFFER
  760. ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
  761. #endif
  762. #ifdef _ASE_LIGHTING_SIMPLE
  763. half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
  764. #else
  765. half4 color = UniversalFragmentPBR( inputData, surfaceData);
  766. #endif
  767. #ifdef ASE_TRANSMISSION
  768. {
  769. float shadow = _TransmissionShadow;
  770. #define SUM_LIGHT_TRANSMISSION(Light)\
  771. float3 atten = Light.color * Light.distanceAttenuation;\
  772. atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
  773. half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
  774. color.rgb += BaseColor * transmission;
  775. SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
  776. #if defined(_ADDITIONAL_LIGHTS)
  777. uint meshRenderingLayers = GetMeshRenderingLayer();
  778. uint pixelLightCount = GetAdditionalLightsCount();
  779. #if USE_FORWARD_PLUS
  780. [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
  781. {
  782. FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
  783. Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
  784. #ifdef _LIGHT_LAYERS
  785. if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
  786. #endif
  787. {
  788. SUM_LIGHT_TRANSMISSION( light );
  789. }
  790. }
  791. #endif
  792. LIGHT_LOOP_BEGIN( pixelLightCount )
  793. Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
  794. #ifdef _LIGHT_LAYERS
  795. if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
  796. #endif
  797. {
  798. SUM_LIGHT_TRANSMISSION( light );
  799. }
  800. LIGHT_LOOP_END
  801. #endif
  802. }
  803. #endif
  804. #ifdef ASE_TRANSLUCENCY
  805. {
  806. float shadow = _TransShadow;
  807. float normal = _TransNormal;
  808. float scattering = _TransScattering;
  809. float direct = _TransDirect;
  810. float ambient = _TransAmbient;
  811. float strength = _TransStrength;
  812. #define SUM_LIGHT_TRANSLUCENCY(Light)\
  813. float3 atten = Light.color * Light.distanceAttenuation;\
  814. atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
  815. half3 lightDir = Light.direction + inputData.normalWS * normal;\
  816. half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
  817. half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
  818. color.rgb += BaseColor * translucency * strength;
  819. SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
  820. #if defined(_ADDITIONAL_LIGHTS)
  821. uint meshRenderingLayers = GetMeshRenderingLayer();
  822. uint pixelLightCount = GetAdditionalLightsCount();
  823. #if USE_FORWARD_PLUS
  824. [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
  825. {
  826. FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
  827. Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
  828. #ifdef _LIGHT_LAYERS
  829. if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
  830. #endif
  831. {
  832. SUM_LIGHT_TRANSLUCENCY( light );
  833. }
  834. }
  835. #endif
  836. LIGHT_LOOP_BEGIN( pixelLightCount )
  837. Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
  838. #ifdef _LIGHT_LAYERS
  839. if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
  840. #endif
  841. {
  842. SUM_LIGHT_TRANSLUCENCY( light );
  843. }
  844. LIGHT_LOOP_END
  845. #endif
  846. }
  847. #endif
  848. #ifdef ASE_REFRACTION
  849. float4 projScreenPos = ScreenPos / ScreenPos.w;
  850. float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
  851. projScreenPos.xy += refractionOffset.xy;
  852. float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
  853. color.rgb = lerp( refraction, color.rgb, color.a );
  854. color.a = 1;
  855. #endif
  856. #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
  857. color.rgb *= color.a;
  858. #endif
  859. #ifdef ASE_FOG
  860. #ifdef TERRAIN_SPLAT_ADDPASS
  861. color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), input.fogFactorAndVertexLight.x );
  862. #else
  863. color.rgb = MixFog(color.rgb, input.fogFactorAndVertexLight.x);
  864. #endif
  865. #endif
  866. #ifdef ASE_DEPTH_WRITE_ON
  867. outputDepth = DepthValue;
  868. #endif
  869. #ifdef _WRITE_RENDERING_LAYERS
  870. uint renderingLayers = GetMeshRenderingLayer();
  871. outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
  872. #endif
  873. return color;
  874. }
  875. ENDHLSL
  876. }
  877. Pass
  878. {
  879. Name "ShadowCaster"
  880. Tags { "LightMode"="ShadowCaster" }
  881. ZWrite On
  882. ZTest LEqual
  883. AlphaToMask Off
  884. ColorMask 0
  885. HLSLPROGRAM
  886. #pragma multi_compile_local_fragment _ALPHATEST_ON
  887. #define _NORMAL_DROPOFF_TS 1
  888. #pragma multi_compile_instancing
  889. #pragma multi_compile _ LOD_FADE_CROSSFADE
  890. #define ASE_FOG 1
  891. #define _SPECULAR_SETUP 1
  892. #define _NORMALMAP 1
  893. #define ASE_VERSION 19701
  894. #define ASE_SRP_VERSION 170003
  895. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  896. #pragma vertex vert
  897. #pragma fragment frag
  898. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  899. #define _SPECULAR_COLOR 1
  900. #endif
  901. #define SHADERPASS SHADERPASS_SHADOWCASTER
  902. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  903. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  904. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  905. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  906. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  907. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  908. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  909. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  910. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  911. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  912. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  913. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  914. #if defined(LOD_FADE_CROSSFADE)
  915. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  916. #endif
  917. #define ASE_NEEDS_VERT_POSITION
  918. #define ASE_NEEDS_VERT_NORMAL
  919. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  920. #define ASE_SV_DEPTH SV_DepthLessEqual
  921. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  922. #else
  923. #define ASE_SV_DEPTH SV_Depth
  924. #define ASE_SV_POSITION_QUALIFIERS
  925. #endif
  926. struct Attributes
  927. {
  928. float4 positionOS : POSITION;
  929. float3 normalOS : NORMAL;
  930. float4 ase_color : COLOR;
  931. float4 ase_texcoord : TEXCOORD0;
  932. UNITY_VERTEX_INPUT_INSTANCE_ID
  933. };
  934. struct PackedVaryings
  935. {
  936. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  937. float4 clipPosV : TEXCOORD0;
  938. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  939. float3 positionWS : TEXCOORD1;
  940. #endif
  941. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  942. float4 shadowCoord : TEXCOORD2;
  943. #endif
  944. float4 ase_texcoord3 : TEXCOORD3;
  945. UNITY_VERTEX_INPUT_INSTANCE_ID
  946. UNITY_VERTEX_OUTPUT_STEREO
  947. };
  948. CBUFFER_START(UnityPerMaterial)
  949. float4 _AlbedoColor;
  950. float _WindDirection;
  951. float _VertexAointensity;
  952. float _AmbientOcclusion;
  953. float _SmoothnessIntensity;
  954. float _SpecularPower;
  955. float _NormalIntensity;
  956. float _TranslucencyPower1;
  957. float _TranslucencyRange1;
  958. float _TranslucencyTreeTangents;
  959. float _AlbedoLightness;
  960. float _LeafColorvariatoion;
  961. float _WorldUp;
  962. float _WorldFrequency;
  963. float _WindScale;
  964. float _WindPower;
  965. float _WindAngley;
  966. float _GlobalWindPower;
  967. float _AmbientOcclusionIntensity;
  968. float _Cutout;
  969. #ifdef ASE_TRANSMISSION
  970. float _TransmissionShadow;
  971. #endif
  972. #ifdef ASE_TRANSLUCENCY
  973. float _TransStrength;
  974. float _TransNormal;
  975. float _TransScattering;
  976. float _TransDirect;
  977. float _TransAmbient;
  978. float _TransShadow;
  979. #endif
  980. #ifdef ASE_TESSELLATION
  981. float _TessPhongStrength;
  982. float _TessValue;
  983. float _TessMin;
  984. float _TessMax;
  985. float _TessEdgeLength;
  986. float _TessMaxDisp;
  987. #endif
  988. CBUFFER_END
  989. #ifdef SCENEPICKINGPASS
  990. float4 _SelectionID;
  991. #endif
  992. #ifdef SCENESELECTIONPASS
  993. int _ObjectId;
  994. int _PassValue;
  995. #endif
  996. sampler2D _AlbedoMap;
  997. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  998. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  999. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  1000. float snoise( float2 v )
  1001. {
  1002. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  1003. float2 i = floor( v + dot( v, C.yy ) );
  1004. float2 x0 = v - i + dot( i, C.xx );
  1005. float2 i1;
  1006. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  1007. float4 x12 = x0.xyxy + C.xxzz;
  1008. x12.xy -= i1;
  1009. i = mod2D289( i );
  1010. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  1011. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  1012. m = m * m;
  1013. m = m * m;
  1014. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  1015. float3 h = abs( x ) - 0.5;
  1016. float3 ox = floor( x + 0.5 );
  1017. float3 a0 = x - ox;
  1018. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  1019. float3 g;
  1020. g.x = a0.x * x0.x + h.x * x0.y;
  1021. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  1022. return 130.0 * dot( m, g );
  1023. }
  1024. //https://www.shadertoy.com/view/XdXGW8
  1025. float2 GradientNoiseDir( float2 x )
  1026. {
  1027. const float2 k = float2( 0.3183099, 0.3678794 );
  1028. x = x * k + k.yx;
  1029. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  1030. }
  1031. float GradientNoise( float2 UV, float Scale )
  1032. {
  1033. float2 p = UV * Scale;
  1034. float2 i = floor( p );
  1035. float2 f = frac( p );
  1036. float2 u = f * f * ( 3.0 - 2.0 * f );
  1037. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  1038. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  1039. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  1040. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  1041. }
  1042. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  1043. {
  1044. float t = 0.5 * ( 1.0 - contrastValue );
  1045. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  1046. }
  1047. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  1048. {
  1049. original -= center;
  1050. float C = cos( angle );
  1051. float S = sin( angle );
  1052. float t = 1 - C;
  1053. float m00 = t * u.x * u.x + C;
  1054. float m01 = t * u.x * u.y - S * u.z;
  1055. float m02 = t * u.x * u.z + S * u.y;
  1056. float m10 = t * u.x * u.y + S * u.z;
  1057. float m11 = t * u.y * u.y + C;
  1058. float m12 = t * u.y * u.z - S * u.x;
  1059. float m20 = t * u.x * u.z - S * u.y;
  1060. float m21 = t * u.y * u.z + S * u.x;
  1061. float m22 = t * u.z * u.z + C;
  1062. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  1063. return mul( finalMatrix, original ) + center;
  1064. }
  1065. float3 _LightDirection;
  1066. float3 _LightPosition;
  1067. PackedVaryings VertexFunction( Attributes input )
  1068. {
  1069. PackedVaryings output;
  1070. UNITY_SETUP_INSTANCE_ID(input);
  1071. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1072. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
  1073. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  1074. float mulTime10 = _TimeParameters.x * 0.1;
  1075. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  1076. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  1077. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  1078. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  1079. float4 temp_cast_6 = (gradientNoise19).xxxx;
  1080. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  1081. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  1082. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  1083. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  1084. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  1085. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  1086. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  1087. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  1088. float3 _Vector1 = float3(0,0,0);
  1089. float4 temp_cast_8 = (_Vector1.y).xxxx;
  1090. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  1091. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  1092. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  1093. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  1094. float3 TrunkPivotBend169 = rotatedValue131;
  1095. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  1096. output.ase_texcoord3.xy = input.ase_texcoord.xy;
  1097. //setting value to unused interpolator channels and avoid initialization warnings
  1098. output.ase_texcoord3.zw = 0;
  1099. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1100. float3 defaultVertexValue = input.positionOS.xyz;
  1101. #else
  1102. float3 defaultVertexValue = float3(0, 0, 0);
  1103. #endif
  1104. float3 vertexValue = TrunkPivotBend169;
  1105. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1106. input.positionOS.xyz = vertexValue;
  1107. #else
  1108. input.positionOS.xyz += vertexValue;
  1109. #endif
  1110. input.normalOS = LightDetect_Output301;
  1111. float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
  1112. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1113. output.positionWS = positionWS;
  1114. #endif
  1115. float3 normalWS = TransformObjectToWorldDir(input.normalOS);
  1116. #if _CASTING_PUNCTUAL_LIGHT_SHADOW
  1117. float3 lightDirectionWS = normalize(_LightPosition - positionWS);
  1118. #else
  1119. float3 lightDirectionWS = _LightDirection;
  1120. #endif
  1121. float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
  1122. //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
  1123. positionCS = ApplyShadowClamping(positionCS);
  1124. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1125. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1126. vertexInput.positionWS = positionWS;
  1127. vertexInput.positionCS = positionCS;
  1128. output.shadowCoord = GetShadowCoord( vertexInput );
  1129. #endif
  1130. output.positionCS = positionCS;
  1131. output.clipPosV = positionCS;
  1132. return output;
  1133. }
  1134. #if defined(ASE_TESSELLATION)
  1135. struct VertexControl
  1136. {
  1137. float4 vertex : INTERNALTESSPOS;
  1138. float3 normalOS : NORMAL;
  1139. float4 ase_color : COLOR;
  1140. float4 ase_texcoord : TEXCOORD0;
  1141. UNITY_VERTEX_INPUT_INSTANCE_ID
  1142. };
  1143. struct TessellationFactors
  1144. {
  1145. float edge[3] : SV_TessFactor;
  1146. float inside : SV_InsideTessFactor;
  1147. };
  1148. VertexControl vert ( Attributes input )
  1149. {
  1150. VertexControl output;
  1151. UNITY_SETUP_INSTANCE_ID(input);
  1152. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1153. output.vertex = input.positionOS;
  1154. output.normalOS = input.normalOS;
  1155. output.ase_color = input.ase_color;
  1156. output.ase_texcoord = input.ase_texcoord;
  1157. return output;
  1158. }
  1159. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  1160. {
  1161. TessellationFactors output;
  1162. float4 tf = 1;
  1163. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1164. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1165. #if defined(ASE_FIXED_TESSELLATION)
  1166. tf = FixedTess( tessValue );
  1167. #elif defined(ASE_DISTANCE_TESSELLATION)
  1168. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1169. #elif defined(ASE_LENGTH_TESSELLATION)
  1170. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1171. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1172. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1173. #endif
  1174. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  1175. return output;
  1176. }
  1177. [domain("tri")]
  1178. [partitioning("fractional_odd")]
  1179. [outputtopology("triangle_cw")]
  1180. [patchconstantfunc("TessellationFunction")]
  1181. [outputcontrolpoints(3)]
  1182. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1183. {
  1184. return patch[id];
  1185. }
  1186. [domain("tri")]
  1187. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1188. {
  1189. Attributes output = (Attributes) 0;
  1190. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1191. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  1192. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  1193. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1194. #if defined(ASE_PHONG_TESSELLATION)
  1195. float3 pp[3];
  1196. for (int i = 0; i < 3; ++i)
  1197. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  1198. float phongStrength = _TessPhongStrength;
  1199. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  1200. #endif
  1201. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  1202. return VertexFunction(output);
  1203. }
  1204. #else
  1205. PackedVaryings vert ( Attributes input )
  1206. {
  1207. return VertexFunction( input );
  1208. }
  1209. #endif
  1210. half4 frag( PackedVaryings input
  1211. #ifdef ASE_DEPTH_WRITE_ON
  1212. ,out float outputDepth : ASE_SV_DEPTH
  1213. #endif
  1214. ) : SV_TARGET
  1215. {
  1216. UNITY_SETUP_INSTANCE_ID( input );
  1217. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  1218. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1219. float3 WorldPosition = input.positionWS;
  1220. #endif
  1221. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1222. float4 ClipPos = input.clipPosV;
  1223. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  1224. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1225. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1226. ShadowCoords = input.shadowCoord;
  1227. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1228. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1229. #endif
  1230. #endif
  1231. float2 uv_AlbedoMap57 = input.ase_texcoord3.xy;
  1232. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  1233. float OpacityMaskOutput213 = tex2DNode57.a;
  1234. float Alpha = OpacityMaskOutput213;
  1235. float AlphaClipThreshold = _Cutout;
  1236. float AlphaClipThresholdShadow = 0.5;
  1237. #ifdef ASE_DEPTH_WRITE_ON
  1238. float DepthValue = input.positionCS.z;
  1239. #endif
  1240. #ifdef _ALPHATEST_ON
  1241. #ifdef _ALPHATEST_SHADOW_ON
  1242. clip(Alpha - AlphaClipThresholdShadow);
  1243. #else
  1244. clip(Alpha - AlphaClipThreshold);
  1245. #endif
  1246. #endif
  1247. #if defined(LOD_FADE_CROSSFADE)
  1248. LODFadeCrossFade( input.positionCS );
  1249. #endif
  1250. #ifdef ASE_DEPTH_WRITE_ON
  1251. outputDepth = DepthValue;
  1252. #endif
  1253. return 0;
  1254. }
  1255. ENDHLSL
  1256. }
  1257. Pass
  1258. {
  1259. Name "DepthOnly"
  1260. Tags { "LightMode"="DepthOnly" }
  1261. ZWrite On
  1262. ColorMask 0
  1263. AlphaToMask Off
  1264. HLSLPROGRAM
  1265. #pragma multi_compile_local_fragment _ALPHATEST_ON
  1266. #define _NORMAL_DROPOFF_TS 1
  1267. #pragma multi_compile_instancing
  1268. #pragma multi_compile _ LOD_FADE_CROSSFADE
  1269. #define ASE_FOG 1
  1270. #define _SPECULAR_SETUP 1
  1271. #define _NORMALMAP 1
  1272. #define ASE_VERSION 19701
  1273. #define ASE_SRP_VERSION 170003
  1274. #pragma vertex vert
  1275. #pragma fragment frag
  1276. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  1277. #define _SPECULAR_COLOR 1
  1278. #endif
  1279. #define SHADERPASS SHADERPASS_DEPTHONLY
  1280. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  1281. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1282. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  1283. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1284. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1285. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  1286. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  1287. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  1288. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  1289. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1290. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  1291. #if defined(LOD_FADE_CROSSFADE)
  1292. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  1293. #endif
  1294. #define ASE_NEEDS_VERT_POSITION
  1295. #define ASE_NEEDS_VERT_NORMAL
  1296. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  1297. #define ASE_SV_DEPTH SV_DepthLessEqual
  1298. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  1299. #else
  1300. #define ASE_SV_DEPTH SV_Depth
  1301. #define ASE_SV_POSITION_QUALIFIERS
  1302. #endif
  1303. struct Attributes
  1304. {
  1305. float4 positionOS : POSITION;
  1306. float3 normalOS : NORMAL;
  1307. float4 ase_color : COLOR;
  1308. float4 ase_texcoord : TEXCOORD0;
  1309. UNITY_VERTEX_INPUT_INSTANCE_ID
  1310. };
  1311. struct PackedVaryings
  1312. {
  1313. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  1314. float4 clipPosV : TEXCOORD0;
  1315. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1316. float3 positionWS : TEXCOORD1;
  1317. #endif
  1318. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1319. float4 shadowCoord : TEXCOORD2;
  1320. #endif
  1321. float4 ase_texcoord3 : TEXCOORD3;
  1322. UNITY_VERTEX_INPUT_INSTANCE_ID
  1323. UNITY_VERTEX_OUTPUT_STEREO
  1324. };
  1325. CBUFFER_START(UnityPerMaterial)
  1326. float4 _AlbedoColor;
  1327. float _WindDirection;
  1328. float _VertexAointensity;
  1329. float _AmbientOcclusion;
  1330. float _SmoothnessIntensity;
  1331. float _SpecularPower;
  1332. float _NormalIntensity;
  1333. float _TranslucencyPower1;
  1334. float _TranslucencyRange1;
  1335. float _TranslucencyTreeTangents;
  1336. float _AlbedoLightness;
  1337. float _LeafColorvariatoion;
  1338. float _WorldUp;
  1339. float _WorldFrequency;
  1340. float _WindScale;
  1341. float _WindPower;
  1342. float _WindAngley;
  1343. float _GlobalWindPower;
  1344. float _AmbientOcclusionIntensity;
  1345. float _Cutout;
  1346. #ifdef ASE_TRANSMISSION
  1347. float _TransmissionShadow;
  1348. #endif
  1349. #ifdef ASE_TRANSLUCENCY
  1350. float _TransStrength;
  1351. float _TransNormal;
  1352. float _TransScattering;
  1353. float _TransDirect;
  1354. float _TransAmbient;
  1355. float _TransShadow;
  1356. #endif
  1357. #ifdef ASE_TESSELLATION
  1358. float _TessPhongStrength;
  1359. float _TessValue;
  1360. float _TessMin;
  1361. float _TessMax;
  1362. float _TessEdgeLength;
  1363. float _TessMaxDisp;
  1364. #endif
  1365. CBUFFER_END
  1366. #ifdef SCENEPICKINGPASS
  1367. float4 _SelectionID;
  1368. #endif
  1369. #ifdef SCENESELECTIONPASS
  1370. int _ObjectId;
  1371. int _PassValue;
  1372. #endif
  1373. sampler2D _AlbedoMap;
  1374. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  1375. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  1376. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  1377. float snoise( float2 v )
  1378. {
  1379. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  1380. float2 i = floor( v + dot( v, C.yy ) );
  1381. float2 x0 = v - i + dot( i, C.xx );
  1382. float2 i1;
  1383. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  1384. float4 x12 = x0.xyxy + C.xxzz;
  1385. x12.xy -= i1;
  1386. i = mod2D289( i );
  1387. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  1388. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  1389. m = m * m;
  1390. m = m * m;
  1391. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  1392. float3 h = abs( x ) - 0.5;
  1393. float3 ox = floor( x + 0.5 );
  1394. float3 a0 = x - ox;
  1395. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  1396. float3 g;
  1397. g.x = a0.x * x0.x + h.x * x0.y;
  1398. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  1399. return 130.0 * dot( m, g );
  1400. }
  1401. //https://www.shadertoy.com/view/XdXGW8
  1402. float2 GradientNoiseDir( float2 x )
  1403. {
  1404. const float2 k = float2( 0.3183099, 0.3678794 );
  1405. x = x * k + k.yx;
  1406. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  1407. }
  1408. float GradientNoise( float2 UV, float Scale )
  1409. {
  1410. float2 p = UV * Scale;
  1411. float2 i = floor( p );
  1412. float2 f = frac( p );
  1413. float2 u = f * f * ( 3.0 - 2.0 * f );
  1414. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  1415. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  1416. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  1417. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  1418. }
  1419. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  1420. {
  1421. float t = 0.5 * ( 1.0 - contrastValue );
  1422. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  1423. }
  1424. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  1425. {
  1426. original -= center;
  1427. float C = cos( angle );
  1428. float S = sin( angle );
  1429. float t = 1 - C;
  1430. float m00 = t * u.x * u.x + C;
  1431. float m01 = t * u.x * u.y - S * u.z;
  1432. float m02 = t * u.x * u.z + S * u.y;
  1433. float m10 = t * u.x * u.y + S * u.z;
  1434. float m11 = t * u.y * u.y + C;
  1435. float m12 = t * u.y * u.z - S * u.x;
  1436. float m20 = t * u.x * u.z - S * u.y;
  1437. float m21 = t * u.y * u.z + S * u.x;
  1438. float m22 = t * u.z * u.z + C;
  1439. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  1440. return mul( finalMatrix, original ) + center;
  1441. }
  1442. PackedVaryings VertexFunction( Attributes input )
  1443. {
  1444. PackedVaryings output = (PackedVaryings)0;
  1445. UNITY_SETUP_INSTANCE_ID(input);
  1446. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1447. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  1448. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  1449. float mulTime10 = _TimeParameters.x * 0.1;
  1450. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  1451. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  1452. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  1453. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  1454. float4 temp_cast_6 = (gradientNoise19).xxxx;
  1455. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  1456. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  1457. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  1458. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  1459. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  1460. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  1461. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  1462. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  1463. float3 _Vector1 = float3(0,0,0);
  1464. float4 temp_cast_8 = (_Vector1.y).xxxx;
  1465. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  1466. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  1467. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  1468. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  1469. float3 TrunkPivotBend169 = rotatedValue131;
  1470. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  1471. output.ase_texcoord3.xy = input.ase_texcoord.xy;
  1472. //setting value to unused interpolator channels and avoid initialization warnings
  1473. output.ase_texcoord3.zw = 0;
  1474. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1475. float3 defaultVertexValue = input.positionOS.xyz;
  1476. #else
  1477. float3 defaultVertexValue = float3(0, 0, 0);
  1478. #endif
  1479. float3 vertexValue = TrunkPivotBend169;
  1480. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1481. input.positionOS.xyz = vertexValue;
  1482. #else
  1483. input.positionOS.xyz += vertexValue;
  1484. #endif
  1485. input.normalOS = LightDetect_Output301;
  1486. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  1487. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1488. output.positionWS = vertexInput.positionWS;
  1489. #endif
  1490. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1491. output.shadowCoord = GetShadowCoord( vertexInput );
  1492. #endif
  1493. output.positionCS = vertexInput.positionCS;
  1494. output.clipPosV = vertexInput.positionCS;
  1495. return output;
  1496. }
  1497. #if defined(ASE_TESSELLATION)
  1498. struct VertexControl
  1499. {
  1500. float4 vertex : INTERNALTESSPOS;
  1501. float3 normalOS : NORMAL;
  1502. float4 ase_color : COLOR;
  1503. float4 ase_texcoord : TEXCOORD0;
  1504. UNITY_VERTEX_INPUT_INSTANCE_ID
  1505. };
  1506. struct TessellationFactors
  1507. {
  1508. float edge[3] : SV_TessFactor;
  1509. float inside : SV_InsideTessFactor;
  1510. };
  1511. VertexControl vert ( Attributes input )
  1512. {
  1513. VertexControl output;
  1514. UNITY_SETUP_INSTANCE_ID(input);
  1515. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1516. output.vertex = input.positionOS;
  1517. output.normalOS = input.normalOS;
  1518. output.ase_color = input.ase_color;
  1519. output.ase_texcoord = input.ase_texcoord;
  1520. return output;
  1521. }
  1522. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  1523. {
  1524. TessellationFactors output;
  1525. float4 tf = 1;
  1526. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1527. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1528. #if defined(ASE_FIXED_TESSELLATION)
  1529. tf = FixedTess( tessValue );
  1530. #elif defined(ASE_DISTANCE_TESSELLATION)
  1531. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1532. #elif defined(ASE_LENGTH_TESSELLATION)
  1533. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1534. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1535. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1536. #endif
  1537. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  1538. return output;
  1539. }
  1540. [domain("tri")]
  1541. [partitioning("fractional_odd")]
  1542. [outputtopology("triangle_cw")]
  1543. [patchconstantfunc("TessellationFunction")]
  1544. [outputcontrolpoints(3)]
  1545. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1546. {
  1547. return patch[id];
  1548. }
  1549. [domain("tri")]
  1550. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1551. {
  1552. Attributes output = (Attributes) 0;
  1553. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1554. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  1555. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  1556. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  1557. #if defined(ASE_PHONG_TESSELLATION)
  1558. float3 pp[3];
  1559. for (int i = 0; i < 3; ++i)
  1560. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  1561. float phongStrength = _TessPhongStrength;
  1562. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  1563. #endif
  1564. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  1565. return VertexFunction(output);
  1566. }
  1567. #else
  1568. PackedVaryings vert ( Attributes input )
  1569. {
  1570. return VertexFunction( input );
  1571. }
  1572. #endif
  1573. half4 frag( PackedVaryings input
  1574. #ifdef ASE_DEPTH_WRITE_ON
  1575. ,out float outputDepth : ASE_SV_DEPTH
  1576. #endif
  1577. ) : SV_TARGET
  1578. {
  1579. UNITY_SETUP_INSTANCE_ID(input);
  1580. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  1581. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1582. float3 WorldPosition = input.positionWS;
  1583. #endif
  1584. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1585. float4 ClipPos = input.clipPosV;
  1586. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  1587. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1588. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1589. ShadowCoords = input.shadowCoord;
  1590. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1591. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1592. #endif
  1593. #endif
  1594. float2 uv_AlbedoMap57 = input.ase_texcoord3.xy;
  1595. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  1596. float OpacityMaskOutput213 = tex2DNode57.a;
  1597. float Alpha = OpacityMaskOutput213;
  1598. float AlphaClipThreshold = _Cutout;
  1599. #ifdef ASE_DEPTH_WRITE_ON
  1600. float DepthValue = input.positionCS.z;
  1601. #endif
  1602. #ifdef _ALPHATEST_ON
  1603. clip(Alpha - AlphaClipThreshold);
  1604. #endif
  1605. #if defined(LOD_FADE_CROSSFADE)
  1606. LODFadeCrossFade( input.positionCS );
  1607. #endif
  1608. #ifdef ASE_DEPTH_WRITE_ON
  1609. outputDepth = DepthValue;
  1610. #endif
  1611. return 0;
  1612. }
  1613. ENDHLSL
  1614. }
  1615. Pass
  1616. {
  1617. Name "Meta"
  1618. Tags { "LightMode"="Meta" }
  1619. Cull Off
  1620. HLSLPROGRAM
  1621. #pragma multi_compile_local_fragment _ALPHATEST_ON
  1622. #define _NORMAL_DROPOFF_TS 1
  1623. #define ASE_FOG 1
  1624. #define _SPECULAR_SETUP 1
  1625. #define _NORMALMAP 1
  1626. #define ASE_VERSION 19701
  1627. #define ASE_SRP_VERSION 170003
  1628. #pragma shader_feature EDITOR_VISUALIZATION
  1629. #pragma vertex vert
  1630. #pragma fragment frag
  1631. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  1632. #define _SPECULAR_COLOR 1
  1633. #endif
  1634. #define SHADERPASS SHADERPASS_META
  1635. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  1636. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  1637. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  1638. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  1639. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  1640. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  1641. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  1642. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  1643. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  1644. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  1645. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
  1646. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  1647. #define ASE_NEEDS_VERT_POSITION
  1648. #define ASE_NEEDS_VERT_NORMAL
  1649. #define ASE_NEEDS_FRAG_WORLD_POSITION
  1650. #pragma shader_feature _COLORVARIATION_ON
  1651. struct Attributes
  1652. {
  1653. float4 positionOS : POSITION;
  1654. float3 normalOS : NORMAL;
  1655. float4 texcoord0 : TEXCOORD0;
  1656. float4 texcoord1 : TEXCOORD1;
  1657. float4 texcoord2 : TEXCOORD2;
  1658. float4 ase_color : COLOR;
  1659. UNITY_VERTEX_INPUT_INSTANCE_ID
  1660. };
  1661. struct PackedVaryings
  1662. {
  1663. float4 positionCS : SV_POSITION;
  1664. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1665. float3 positionWS : TEXCOORD0;
  1666. #endif
  1667. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1668. float4 shadowCoord : TEXCOORD1;
  1669. #endif
  1670. #ifdef EDITOR_VISUALIZATION
  1671. float4 VizUV : TEXCOORD2;
  1672. float4 LightCoord : TEXCOORD3;
  1673. #endif
  1674. float4 ase_texcoord4 : TEXCOORD4;
  1675. float4 ase_texcoord5 : TEXCOORD5;
  1676. float3 ase_normal : NORMAL;
  1677. UNITY_VERTEX_INPUT_INSTANCE_ID
  1678. UNITY_VERTEX_OUTPUT_STEREO
  1679. };
  1680. CBUFFER_START(UnityPerMaterial)
  1681. float4 _AlbedoColor;
  1682. float _WindDirection;
  1683. float _VertexAointensity;
  1684. float _AmbientOcclusion;
  1685. float _SmoothnessIntensity;
  1686. float _SpecularPower;
  1687. float _NormalIntensity;
  1688. float _TranslucencyPower1;
  1689. float _TranslucencyRange1;
  1690. float _TranslucencyTreeTangents;
  1691. float _AlbedoLightness;
  1692. float _LeafColorvariatoion;
  1693. float _WorldUp;
  1694. float _WorldFrequency;
  1695. float _WindScale;
  1696. float _WindPower;
  1697. float _WindAngley;
  1698. float _GlobalWindPower;
  1699. float _AmbientOcclusionIntensity;
  1700. float _Cutout;
  1701. #ifdef ASE_TRANSMISSION
  1702. float _TransmissionShadow;
  1703. #endif
  1704. #ifdef ASE_TRANSLUCENCY
  1705. float _TransStrength;
  1706. float _TransNormal;
  1707. float _TransScattering;
  1708. float _TransDirect;
  1709. float _TransAmbient;
  1710. float _TransShadow;
  1711. #endif
  1712. #ifdef ASE_TESSELLATION
  1713. float _TessPhongStrength;
  1714. float _TessValue;
  1715. float _TessMin;
  1716. float _TessMax;
  1717. float _TessEdgeLength;
  1718. float _TessMaxDisp;
  1719. #endif
  1720. CBUFFER_END
  1721. #ifdef SCENEPICKINGPASS
  1722. float4 _SelectionID;
  1723. #endif
  1724. #ifdef SCENESELECTIONPASS
  1725. int _ObjectId;
  1726. int _PassValue;
  1727. #endif
  1728. sampler2D _AlbedoMap;
  1729. sampler2D _MaskMap;
  1730. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  1731. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  1732. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  1733. float snoise( float2 v )
  1734. {
  1735. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  1736. float2 i = floor( v + dot( v, C.yy ) );
  1737. float2 x0 = v - i + dot( i, C.xx );
  1738. float2 i1;
  1739. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  1740. float4 x12 = x0.xyxy + C.xxzz;
  1741. x12.xy -= i1;
  1742. i = mod2D289( i );
  1743. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  1744. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  1745. m = m * m;
  1746. m = m * m;
  1747. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  1748. float3 h = abs( x ) - 0.5;
  1749. float3 ox = floor( x + 0.5 );
  1750. float3 a0 = x - ox;
  1751. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  1752. float3 g;
  1753. g.x = a0.x * x0.x + h.x * x0.y;
  1754. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  1755. return 130.0 * dot( m, g );
  1756. }
  1757. //https://www.shadertoy.com/view/XdXGW8
  1758. float2 GradientNoiseDir( float2 x )
  1759. {
  1760. const float2 k = float2( 0.3183099, 0.3678794 );
  1761. x = x * k + k.yx;
  1762. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  1763. }
  1764. float GradientNoise( float2 UV, float Scale )
  1765. {
  1766. float2 p = UV * Scale;
  1767. float2 i = floor( p );
  1768. float2 f = frac( p );
  1769. float2 u = f * f * ( 3.0 - 2.0 * f );
  1770. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  1771. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  1772. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  1773. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  1774. }
  1775. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  1776. {
  1777. float t = 0.5 * ( 1.0 - contrastValue );
  1778. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  1779. }
  1780. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  1781. {
  1782. original -= center;
  1783. float C = cos( angle );
  1784. float S = sin( angle );
  1785. float t = 1 - C;
  1786. float m00 = t * u.x * u.x + C;
  1787. float m01 = t * u.x * u.y - S * u.z;
  1788. float m02 = t * u.x * u.z + S * u.y;
  1789. float m10 = t * u.x * u.y + S * u.z;
  1790. float m11 = t * u.y * u.y + C;
  1791. float m12 = t * u.y * u.z - S * u.x;
  1792. float m20 = t * u.x * u.z - S * u.y;
  1793. float m21 = t * u.y * u.z + S * u.x;
  1794. float m22 = t * u.z * u.z + C;
  1795. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  1796. return mul( finalMatrix, original ) + center;
  1797. }
  1798. PackedVaryings VertexFunction( Attributes input )
  1799. {
  1800. PackedVaryings output = (PackedVaryings)0;
  1801. UNITY_SETUP_INSTANCE_ID(input);
  1802. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1803. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  1804. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  1805. float mulTime10 = _TimeParameters.x * 0.1;
  1806. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  1807. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  1808. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  1809. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  1810. float4 temp_cast_6 = (gradientNoise19).xxxx;
  1811. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  1812. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  1813. float2 texCoord52 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 );
  1814. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  1815. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  1816. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  1817. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  1818. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  1819. float3 _Vector1 = float3(0,0,0);
  1820. float4 temp_cast_8 = (_Vector1.y).xxxx;
  1821. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  1822. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  1823. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  1824. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  1825. float3 TrunkPivotBend169 = rotatedValue131;
  1826. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  1827. output.ase_texcoord4.xy = input.texcoord0.xy;
  1828. output.ase_texcoord5 = input.positionOS;
  1829. output.ase_normal = input.normalOS;
  1830. //setting value to unused interpolator channels and avoid initialization warnings
  1831. output.ase_texcoord4.zw = 0;
  1832. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1833. float3 defaultVertexValue = input.positionOS.xyz;
  1834. #else
  1835. float3 defaultVertexValue = float3(0, 0, 0);
  1836. #endif
  1837. float3 vertexValue = TrunkPivotBend169;
  1838. #ifdef ASE_ABSOLUTE_VERTEX_POS
  1839. input.positionOS.xyz = vertexValue;
  1840. #else
  1841. input.positionOS.xyz += vertexValue;
  1842. #endif
  1843. input.normalOS = LightDetect_Output301;
  1844. float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
  1845. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1846. output.positionWS = positionWS;
  1847. #endif
  1848. output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
  1849. #ifdef EDITOR_VISUALIZATION
  1850. float2 VizUV = 0;
  1851. float4 LightCoord = 0;
  1852. UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
  1853. output.VizUV = float4(VizUV, 0, 0);
  1854. output.LightCoord = LightCoord;
  1855. #endif
  1856. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1857. VertexPositionInputs vertexInput = (VertexPositionInputs)0;
  1858. vertexInput.positionWS = positionWS;
  1859. vertexInput.positionCS = output.positionCS;
  1860. output.shadowCoord = GetShadowCoord( vertexInput );
  1861. #endif
  1862. return output;
  1863. }
  1864. #if defined(ASE_TESSELLATION)
  1865. struct VertexControl
  1866. {
  1867. float4 vertex : INTERNALTESSPOS;
  1868. float3 normalOS : NORMAL;
  1869. float4 texcoord0 : TEXCOORD0;
  1870. float4 texcoord1 : TEXCOORD1;
  1871. float4 texcoord2 : TEXCOORD2;
  1872. float4 ase_color : COLOR;
  1873. UNITY_VERTEX_INPUT_INSTANCE_ID
  1874. };
  1875. struct TessellationFactors
  1876. {
  1877. float edge[3] : SV_TessFactor;
  1878. float inside : SV_InsideTessFactor;
  1879. };
  1880. VertexControl vert ( Attributes input )
  1881. {
  1882. VertexControl output;
  1883. UNITY_SETUP_INSTANCE_ID(input);
  1884. UNITY_TRANSFER_INSTANCE_ID(input, output);
  1885. output.vertex = input.positionOS;
  1886. output.normalOS = input.normalOS;
  1887. output.texcoord0 = input.texcoord0;
  1888. output.texcoord1 = input.texcoord1;
  1889. output.texcoord2 = input.texcoord2;
  1890. output.ase_color = input.ase_color;
  1891. return output;
  1892. }
  1893. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  1894. {
  1895. TessellationFactors output;
  1896. float4 tf = 1;
  1897. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  1898. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  1899. #if defined(ASE_FIXED_TESSELLATION)
  1900. tf = FixedTess( tessValue );
  1901. #elif defined(ASE_DISTANCE_TESSELLATION)
  1902. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  1903. #elif defined(ASE_LENGTH_TESSELLATION)
  1904. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  1905. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  1906. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  1907. #endif
  1908. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  1909. return output;
  1910. }
  1911. [domain("tri")]
  1912. [partitioning("fractional_odd")]
  1913. [outputtopology("triangle_cw")]
  1914. [patchconstantfunc("TessellationFunction")]
  1915. [outputcontrolpoints(3)]
  1916. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  1917. {
  1918. return patch[id];
  1919. }
  1920. [domain("tri")]
  1921. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  1922. {
  1923. Attributes output = (Attributes) 0;
  1924. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  1925. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  1926. output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
  1927. output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  1928. output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
  1929. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  1930. #if defined(ASE_PHONG_TESSELLATION)
  1931. float3 pp[3];
  1932. for (int i = 0; i < 3; ++i)
  1933. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  1934. float phongStrength = _TessPhongStrength;
  1935. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  1936. #endif
  1937. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  1938. return VertexFunction(output);
  1939. }
  1940. #else
  1941. PackedVaryings vert ( Attributes input )
  1942. {
  1943. return VertexFunction( input );
  1944. }
  1945. #endif
  1946. half4 frag(PackedVaryings input ) : SV_TARGET
  1947. {
  1948. UNITY_SETUP_INSTANCE_ID(input);
  1949. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  1950. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  1951. float3 WorldPosition = input.positionWS;
  1952. #endif
  1953. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  1954. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  1955. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  1956. ShadowCoords = input.shadowCoord;
  1957. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  1958. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  1959. #endif
  1960. #endif
  1961. float2 uv_AlbedoMap57 = input.ase_texcoord4.xy;
  1962. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  1963. float4 break150 = tex2DNode57;
  1964. float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
  1965. float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) );
  1966. float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
  1967. float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0));
  1968. float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion);
  1969. #ifdef _COLORVARIATION_ON
  1970. float4 staticSwitch91 = lerpResult155;
  1971. #else
  1972. float4 staticSwitch91 = tex2DNode57;
  1973. #endif
  1974. float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition );
  1975. float3 ase_viewDirWS = normalize( ase_viewVectorWS );
  1976. float4 transform313 = mul(GetObjectToWorldMatrix(),float4( input.ase_texcoord5.xyz , 0.0 ));
  1977. float dotResult322 = dot( float4( ase_viewDirWS , 0.0 ) , -( float4( _MainLightPosition.xyz , 0.0 ) + ( (( _TranslucencyTreeTangents )?( float4( input.ase_normal , 0.0 ) ):( transform313 )) * _TranslucencyRange1 ) ) );
  1978. float2 uv_MaskMap323 = input.ase_texcoord4.xy;
  1979. float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
  1980. float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
  1981. float TobyTranslucency328 = ( saturate( dotResult322 ) * tex2D( _MaskMap, uv_MaskMap323 ).b * ase_lightColor.a );
  1982. float TranslucencyIntensity353 = _TranslucencyPower1;
  1983. float4 AlbedoOutput204 = ( ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) ) * (1.0 + (TobyTranslucency328 - 0.0) * (TranslucencyIntensity353 - 1.0) / (1.0 - 0.0)) );
  1984. float OpacityMaskOutput213 = tex2DNode57.a;
  1985. float3 BaseColor = AlbedoOutput204.rgb;
  1986. float3 Emission = 0;
  1987. float Alpha = OpacityMaskOutput213;
  1988. float AlphaClipThreshold = _Cutout;
  1989. #ifdef _ALPHATEST_ON
  1990. clip(Alpha - AlphaClipThreshold);
  1991. #endif
  1992. MetaInput metaInput = (MetaInput)0;
  1993. metaInput.Albedo = BaseColor;
  1994. metaInput.Emission = Emission;
  1995. #ifdef EDITOR_VISUALIZATION
  1996. metaInput.VizUV = input.VizUV.xy;
  1997. metaInput.LightCoord = input.LightCoord;
  1998. #endif
  1999. return UnityMetaFragment(metaInput);
  2000. }
  2001. ENDHLSL
  2002. }
  2003. Pass
  2004. {
  2005. Name "Universal2D"
  2006. Tags { "LightMode"="Universal2D" }
  2007. Blend One Zero, One Zero
  2008. ZWrite On
  2009. ZTest LEqual
  2010. Offset 0 , 0
  2011. ColorMask RGBA
  2012. HLSLPROGRAM
  2013. #pragma multi_compile_local_fragment _ALPHATEST_ON
  2014. #define _NORMAL_DROPOFF_TS 1
  2015. #define ASE_FOG 1
  2016. #define _SPECULAR_SETUP 1
  2017. #define _NORMALMAP 1
  2018. #define ASE_VERSION 19701
  2019. #define ASE_SRP_VERSION 170003
  2020. #pragma vertex vert
  2021. #pragma fragment frag
  2022. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  2023. #define _SPECULAR_COLOR 1
  2024. #endif
  2025. #define SHADERPASS SHADERPASS_2D
  2026. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  2027. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  2028. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  2029. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  2030. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  2031. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  2032. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  2033. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  2034. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  2035. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  2036. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  2037. #define ASE_NEEDS_VERT_POSITION
  2038. #define ASE_NEEDS_VERT_NORMAL
  2039. #define ASE_NEEDS_FRAG_WORLD_POSITION
  2040. #pragma shader_feature _COLORVARIATION_ON
  2041. struct Attributes
  2042. {
  2043. float4 positionOS : POSITION;
  2044. float3 normalOS : NORMAL;
  2045. float4 ase_color : COLOR;
  2046. float4 ase_texcoord : TEXCOORD0;
  2047. UNITY_VERTEX_INPUT_INSTANCE_ID
  2048. };
  2049. struct PackedVaryings
  2050. {
  2051. float4 positionCS : SV_POSITION;
  2052. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  2053. float3 positionWS : TEXCOORD0;
  2054. #endif
  2055. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  2056. float4 shadowCoord : TEXCOORD1;
  2057. #endif
  2058. float4 ase_texcoord2 : TEXCOORD2;
  2059. float4 ase_texcoord3 : TEXCOORD3;
  2060. float3 ase_normal : NORMAL;
  2061. UNITY_VERTEX_INPUT_INSTANCE_ID
  2062. UNITY_VERTEX_OUTPUT_STEREO
  2063. };
  2064. CBUFFER_START(UnityPerMaterial)
  2065. float4 _AlbedoColor;
  2066. float _WindDirection;
  2067. float _VertexAointensity;
  2068. float _AmbientOcclusion;
  2069. float _SmoothnessIntensity;
  2070. float _SpecularPower;
  2071. float _NormalIntensity;
  2072. float _TranslucencyPower1;
  2073. float _TranslucencyRange1;
  2074. float _TranslucencyTreeTangents;
  2075. float _AlbedoLightness;
  2076. float _LeafColorvariatoion;
  2077. float _WorldUp;
  2078. float _WorldFrequency;
  2079. float _WindScale;
  2080. float _WindPower;
  2081. float _WindAngley;
  2082. float _GlobalWindPower;
  2083. float _AmbientOcclusionIntensity;
  2084. float _Cutout;
  2085. #ifdef ASE_TRANSMISSION
  2086. float _TransmissionShadow;
  2087. #endif
  2088. #ifdef ASE_TRANSLUCENCY
  2089. float _TransStrength;
  2090. float _TransNormal;
  2091. float _TransScattering;
  2092. float _TransDirect;
  2093. float _TransAmbient;
  2094. float _TransShadow;
  2095. #endif
  2096. #ifdef ASE_TESSELLATION
  2097. float _TessPhongStrength;
  2098. float _TessValue;
  2099. float _TessMin;
  2100. float _TessMax;
  2101. float _TessEdgeLength;
  2102. float _TessMaxDisp;
  2103. #endif
  2104. CBUFFER_END
  2105. #ifdef SCENEPICKINGPASS
  2106. float4 _SelectionID;
  2107. #endif
  2108. #ifdef SCENESELECTIONPASS
  2109. int _ObjectId;
  2110. int _PassValue;
  2111. #endif
  2112. sampler2D _AlbedoMap;
  2113. sampler2D _MaskMap;
  2114. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  2115. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  2116. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  2117. float snoise( float2 v )
  2118. {
  2119. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  2120. float2 i = floor( v + dot( v, C.yy ) );
  2121. float2 x0 = v - i + dot( i, C.xx );
  2122. float2 i1;
  2123. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  2124. float4 x12 = x0.xyxy + C.xxzz;
  2125. x12.xy -= i1;
  2126. i = mod2D289( i );
  2127. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  2128. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  2129. m = m * m;
  2130. m = m * m;
  2131. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  2132. float3 h = abs( x ) - 0.5;
  2133. float3 ox = floor( x + 0.5 );
  2134. float3 a0 = x - ox;
  2135. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  2136. float3 g;
  2137. g.x = a0.x * x0.x + h.x * x0.y;
  2138. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  2139. return 130.0 * dot( m, g );
  2140. }
  2141. //https://www.shadertoy.com/view/XdXGW8
  2142. float2 GradientNoiseDir( float2 x )
  2143. {
  2144. const float2 k = float2( 0.3183099, 0.3678794 );
  2145. x = x * k + k.yx;
  2146. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  2147. }
  2148. float GradientNoise( float2 UV, float Scale )
  2149. {
  2150. float2 p = UV * Scale;
  2151. float2 i = floor( p );
  2152. float2 f = frac( p );
  2153. float2 u = f * f * ( 3.0 - 2.0 * f );
  2154. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  2155. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  2156. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  2157. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  2158. }
  2159. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  2160. {
  2161. float t = 0.5 * ( 1.0 - contrastValue );
  2162. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  2163. }
  2164. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  2165. {
  2166. original -= center;
  2167. float C = cos( angle );
  2168. float S = sin( angle );
  2169. float t = 1 - C;
  2170. float m00 = t * u.x * u.x + C;
  2171. float m01 = t * u.x * u.y - S * u.z;
  2172. float m02 = t * u.x * u.z + S * u.y;
  2173. float m10 = t * u.x * u.y + S * u.z;
  2174. float m11 = t * u.y * u.y + C;
  2175. float m12 = t * u.y * u.z - S * u.x;
  2176. float m20 = t * u.x * u.z - S * u.y;
  2177. float m21 = t * u.y * u.z + S * u.x;
  2178. float m22 = t * u.z * u.z + C;
  2179. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  2180. return mul( finalMatrix, original ) + center;
  2181. }
  2182. PackedVaryings VertexFunction( Attributes input )
  2183. {
  2184. PackedVaryings output = (PackedVaryings)0;
  2185. UNITY_SETUP_INSTANCE_ID( input );
  2186. UNITY_TRANSFER_INSTANCE_ID( input, output );
  2187. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
  2188. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  2189. float mulTime10 = _TimeParameters.x * 0.1;
  2190. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  2191. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  2192. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  2193. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  2194. float4 temp_cast_6 = (gradientNoise19).xxxx;
  2195. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  2196. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  2197. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  2198. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  2199. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  2200. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  2201. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  2202. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  2203. float3 _Vector1 = float3(0,0,0);
  2204. float4 temp_cast_8 = (_Vector1.y).xxxx;
  2205. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  2206. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  2207. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  2208. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  2209. float3 TrunkPivotBend169 = rotatedValue131;
  2210. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  2211. output.ase_texcoord2.xy = input.ase_texcoord.xy;
  2212. output.ase_texcoord3 = input.positionOS;
  2213. output.ase_normal = input.normalOS;
  2214. //setting value to unused interpolator channels and avoid initialization warnings
  2215. output.ase_texcoord2.zw = 0;
  2216. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2217. float3 defaultVertexValue = input.positionOS.xyz;
  2218. #else
  2219. float3 defaultVertexValue = float3(0, 0, 0);
  2220. #endif
  2221. float3 vertexValue = TrunkPivotBend169;
  2222. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2223. input.positionOS.xyz = vertexValue;
  2224. #else
  2225. input.positionOS.xyz += vertexValue;
  2226. #endif
  2227. input.normalOS = LightDetect_Output301;
  2228. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  2229. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  2230. output.positionWS = vertexInput.positionWS;
  2231. #endif
  2232. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  2233. output.shadowCoord = GetShadowCoord( vertexInput );
  2234. #endif
  2235. output.positionCS = vertexInput.positionCS;
  2236. return output;
  2237. }
  2238. #if defined(ASE_TESSELLATION)
  2239. struct VertexControl
  2240. {
  2241. float4 vertex : INTERNALTESSPOS;
  2242. float3 normalOS : NORMAL;
  2243. float4 ase_color : COLOR;
  2244. float4 ase_texcoord : TEXCOORD0;
  2245. UNITY_VERTEX_INPUT_INSTANCE_ID
  2246. };
  2247. struct TessellationFactors
  2248. {
  2249. float edge[3] : SV_TessFactor;
  2250. float inside : SV_InsideTessFactor;
  2251. };
  2252. VertexControl vert ( Attributes input )
  2253. {
  2254. VertexControl output;
  2255. UNITY_SETUP_INSTANCE_ID(input);
  2256. UNITY_TRANSFER_INSTANCE_ID(input, output);
  2257. output.vertex = input.positionOS;
  2258. output.normalOS = input.normalOS;
  2259. output.ase_color = input.ase_color;
  2260. output.ase_texcoord = input.ase_texcoord;
  2261. return output;
  2262. }
  2263. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  2264. {
  2265. TessellationFactors output;
  2266. float4 tf = 1;
  2267. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  2268. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  2269. #if defined(ASE_FIXED_TESSELLATION)
  2270. tf = FixedTess( tessValue );
  2271. #elif defined(ASE_DISTANCE_TESSELLATION)
  2272. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  2273. #elif defined(ASE_LENGTH_TESSELLATION)
  2274. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  2275. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  2276. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  2277. #endif
  2278. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  2279. return output;
  2280. }
  2281. [domain("tri")]
  2282. [partitioning("fractional_odd")]
  2283. [outputtopology("triangle_cw")]
  2284. [patchconstantfunc("TessellationFunction")]
  2285. [outputcontrolpoints(3)]
  2286. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  2287. {
  2288. return patch[id];
  2289. }
  2290. [domain("tri")]
  2291. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  2292. {
  2293. Attributes output = (Attributes) 0;
  2294. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  2295. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  2296. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  2297. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  2298. #if defined(ASE_PHONG_TESSELLATION)
  2299. float3 pp[3];
  2300. for (int i = 0; i < 3; ++i)
  2301. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  2302. float phongStrength = _TessPhongStrength;
  2303. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  2304. #endif
  2305. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  2306. return VertexFunction(output);
  2307. }
  2308. #else
  2309. PackedVaryings vert ( Attributes input )
  2310. {
  2311. return VertexFunction( input );
  2312. }
  2313. #endif
  2314. half4 frag(PackedVaryings input ) : SV_TARGET
  2315. {
  2316. UNITY_SETUP_INSTANCE_ID( input );
  2317. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  2318. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  2319. float3 WorldPosition = input.positionWS;
  2320. #endif
  2321. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  2322. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  2323. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  2324. ShadowCoords = input.shadowCoord;
  2325. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  2326. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  2327. #endif
  2328. #endif
  2329. float2 uv_AlbedoMap57 = input.ase_texcoord2.xy;
  2330. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  2331. float4 break150 = tex2DNode57;
  2332. float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
  2333. float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) );
  2334. float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
  2335. float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0));
  2336. float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion);
  2337. #ifdef _COLORVARIATION_ON
  2338. float4 staticSwitch91 = lerpResult155;
  2339. #else
  2340. float4 staticSwitch91 = tex2DNode57;
  2341. #endif
  2342. float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition );
  2343. float3 ase_viewDirWS = normalize( ase_viewVectorWS );
  2344. float4 transform313 = mul(GetObjectToWorldMatrix(),float4( input.ase_texcoord3.xyz , 0.0 ));
  2345. float dotResult322 = dot( float4( ase_viewDirWS , 0.0 ) , -( float4( _MainLightPosition.xyz , 0.0 ) + ( (( _TranslucencyTreeTangents )?( float4( input.ase_normal , 0.0 ) ):( transform313 )) * _TranslucencyRange1 ) ) );
  2346. float2 uv_MaskMap323 = input.ase_texcoord2.xy;
  2347. float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
  2348. float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
  2349. float TobyTranslucency328 = ( saturate( dotResult322 ) * tex2D( _MaskMap, uv_MaskMap323 ).b * ase_lightColor.a );
  2350. float TranslucencyIntensity353 = _TranslucencyPower1;
  2351. float4 AlbedoOutput204 = ( ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) ) * (1.0 + (TobyTranslucency328 - 0.0) * (TranslucencyIntensity353 - 1.0) / (1.0 - 0.0)) );
  2352. float OpacityMaskOutput213 = tex2DNode57.a;
  2353. float3 BaseColor = AlbedoOutput204.rgb;
  2354. float Alpha = OpacityMaskOutput213;
  2355. float AlphaClipThreshold = _Cutout;
  2356. half4 color = half4(BaseColor, Alpha );
  2357. #ifdef _ALPHATEST_ON
  2358. clip(Alpha - AlphaClipThreshold);
  2359. #endif
  2360. return color;
  2361. }
  2362. ENDHLSL
  2363. }
  2364. Pass
  2365. {
  2366. Name "DepthNormals"
  2367. Tags { "LightMode"="DepthNormals" }
  2368. ZWrite On
  2369. Blend One Zero
  2370. ZTest LEqual
  2371. ZWrite On
  2372. HLSLPROGRAM
  2373. #pragma multi_compile_local_fragment _ALPHATEST_ON
  2374. #define _NORMAL_DROPOFF_TS 1
  2375. #pragma multi_compile_instancing
  2376. #pragma multi_compile _ LOD_FADE_CROSSFADE
  2377. #define ASE_FOG 1
  2378. #define _SPECULAR_SETUP 1
  2379. #define _NORMALMAP 1
  2380. #define ASE_VERSION 19701
  2381. #define ASE_SRP_VERSION 170003
  2382. #pragma vertex vert
  2383. #pragma fragment frag
  2384. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  2385. #define _SPECULAR_COLOR 1
  2386. #endif
  2387. #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
  2388. //#define SHADERPASS SHADERPASS_DEPTHNORMALS
  2389. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  2390. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  2391. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  2392. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  2393. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  2394. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  2395. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  2396. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  2397. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  2398. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  2399. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  2400. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  2401. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  2402. #if defined(LOD_FADE_CROSSFADE)
  2403. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  2404. #endif
  2405. #define ASE_NEEDS_VERT_POSITION
  2406. #define ASE_NEEDS_VERT_NORMAL
  2407. #pragma shader_feature_local _NORMALBACKFACEFIXBRANCH_ON
  2408. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  2409. #define ASE_SV_DEPTH SV_DepthLessEqual
  2410. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  2411. #else
  2412. #define ASE_SV_DEPTH SV_Depth
  2413. #define ASE_SV_POSITION_QUALIFIERS
  2414. #endif
  2415. struct Attributes
  2416. {
  2417. float4 positionOS : POSITION;
  2418. float3 normalOS : NORMAL;
  2419. float4 tangentOS : TANGENT;
  2420. float4 ase_color : COLOR;
  2421. float4 ase_texcoord : TEXCOORD0;
  2422. UNITY_VERTEX_INPUT_INSTANCE_ID
  2423. };
  2424. struct PackedVaryings
  2425. {
  2426. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  2427. float4 clipPosV : TEXCOORD0;
  2428. float3 worldNormal : TEXCOORD1;
  2429. float4 worldTangent : TEXCOORD2;
  2430. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  2431. float3 positionWS : TEXCOORD3;
  2432. #endif
  2433. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  2434. float4 shadowCoord : TEXCOORD4;
  2435. #endif
  2436. float4 ase_texcoord5 : TEXCOORD5;
  2437. UNITY_VERTEX_INPUT_INSTANCE_ID
  2438. UNITY_VERTEX_OUTPUT_STEREO
  2439. };
  2440. CBUFFER_START(UnityPerMaterial)
  2441. float4 _AlbedoColor;
  2442. float _WindDirection;
  2443. float _VertexAointensity;
  2444. float _AmbientOcclusion;
  2445. float _SmoothnessIntensity;
  2446. float _SpecularPower;
  2447. float _NormalIntensity;
  2448. float _TranslucencyPower1;
  2449. float _TranslucencyRange1;
  2450. float _TranslucencyTreeTangents;
  2451. float _AlbedoLightness;
  2452. float _LeafColorvariatoion;
  2453. float _WorldUp;
  2454. float _WorldFrequency;
  2455. float _WindScale;
  2456. float _WindPower;
  2457. float _WindAngley;
  2458. float _GlobalWindPower;
  2459. float _AmbientOcclusionIntensity;
  2460. float _Cutout;
  2461. #ifdef ASE_TRANSMISSION
  2462. float _TransmissionShadow;
  2463. #endif
  2464. #ifdef ASE_TRANSLUCENCY
  2465. float _TransStrength;
  2466. float _TransNormal;
  2467. float _TransScattering;
  2468. float _TransDirect;
  2469. float _TransAmbient;
  2470. float _TransShadow;
  2471. #endif
  2472. #ifdef ASE_TESSELLATION
  2473. float _TessPhongStrength;
  2474. float _TessValue;
  2475. float _TessMin;
  2476. float _TessMax;
  2477. float _TessEdgeLength;
  2478. float _TessMaxDisp;
  2479. #endif
  2480. CBUFFER_END
  2481. #ifdef SCENEPICKINGPASS
  2482. float4 _SelectionID;
  2483. #endif
  2484. #ifdef SCENESELECTIONPASS
  2485. int _ObjectId;
  2486. int _PassValue;
  2487. #endif
  2488. sampler2D _NormalMap;
  2489. sampler2D _AlbedoMap;
  2490. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  2491. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  2492. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  2493. float snoise( float2 v )
  2494. {
  2495. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  2496. float2 i = floor( v + dot( v, C.yy ) );
  2497. float2 x0 = v - i + dot( i, C.xx );
  2498. float2 i1;
  2499. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  2500. float4 x12 = x0.xyxy + C.xxzz;
  2501. x12.xy -= i1;
  2502. i = mod2D289( i );
  2503. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  2504. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  2505. m = m * m;
  2506. m = m * m;
  2507. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  2508. float3 h = abs( x ) - 0.5;
  2509. float3 ox = floor( x + 0.5 );
  2510. float3 a0 = x - ox;
  2511. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  2512. float3 g;
  2513. g.x = a0.x * x0.x + h.x * x0.y;
  2514. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  2515. return 130.0 * dot( m, g );
  2516. }
  2517. //https://www.shadertoy.com/view/XdXGW8
  2518. float2 GradientNoiseDir( float2 x )
  2519. {
  2520. const float2 k = float2( 0.3183099, 0.3678794 );
  2521. x = x * k + k.yx;
  2522. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  2523. }
  2524. float GradientNoise( float2 UV, float Scale )
  2525. {
  2526. float2 p = UV * Scale;
  2527. float2 i = floor( p );
  2528. float2 f = frac( p );
  2529. float2 u = f * f * ( 3.0 - 2.0 * f );
  2530. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  2531. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  2532. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  2533. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  2534. }
  2535. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  2536. {
  2537. float t = 0.5 * ( 1.0 - contrastValue );
  2538. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  2539. }
  2540. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  2541. {
  2542. original -= center;
  2543. float C = cos( angle );
  2544. float S = sin( angle );
  2545. float t = 1 - C;
  2546. float m00 = t * u.x * u.x + C;
  2547. float m01 = t * u.x * u.y - S * u.z;
  2548. float m02 = t * u.x * u.z + S * u.y;
  2549. float m10 = t * u.x * u.y + S * u.z;
  2550. float m11 = t * u.y * u.y + C;
  2551. float m12 = t * u.y * u.z - S * u.x;
  2552. float m20 = t * u.x * u.z - S * u.y;
  2553. float m21 = t * u.y * u.z + S * u.x;
  2554. float m22 = t * u.z * u.z + C;
  2555. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  2556. return mul( finalMatrix, original ) + center;
  2557. }
  2558. PackedVaryings VertexFunction( Attributes input )
  2559. {
  2560. PackedVaryings output = (PackedVaryings)0;
  2561. UNITY_SETUP_INSTANCE_ID(input);
  2562. UNITY_TRANSFER_INSTANCE_ID(input, output);
  2563. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  2564. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  2565. float mulTime10 = _TimeParameters.x * 0.1;
  2566. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  2567. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  2568. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  2569. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  2570. float4 temp_cast_6 = (gradientNoise19).xxxx;
  2571. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  2572. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  2573. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  2574. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  2575. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  2576. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  2577. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  2578. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  2579. float3 _Vector1 = float3(0,0,0);
  2580. float4 temp_cast_8 = (_Vector1.y).xxxx;
  2581. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  2582. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  2583. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  2584. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  2585. float3 TrunkPivotBend169 = rotatedValue131;
  2586. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  2587. output.ase_texcoord5.xy = input.ase_texcoord.xy;
  2588. //setting value to unused interpolator channels and avoid initialization warnings
  2589. output.ase_texcoord5.zw = 0;
  2590. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2591. float3 defaultVertexValue = input.positionOS.xyz;
  2592. #else
  2593. float3 defaultVertexValue = float3(0, 0, 0);
  2594. #endif
  2595. float3 vertexValue = TrunkPivotBend169;
  2596. #ifdef ASE_ABSOLUTE_VERTEX_POS
  2597. input.positionOS.xyz = vertexValue;
  2598. #else
  2599. input.positionOS.xyz += vertexValue;
  2600. #endif
  2601. input.normalOS = LightDetect_Output301;
  2602. input.tangentOS = input.tangentOS;
  2603. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  2604. float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
  2605. float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );
  2606. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  2607. output.positionWS = vertexInput.positionWS;
  2608. #endif
  2609. output.worldNormal = normalWS;
  2610. output.worldTangent = tangentWS;
  2611. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  2612. output.shadowCoord = GetShadowCoord( vertexInput );
  2613. #endif
  2614. output.positionCS = vertexInput.positionCS;
  2615. output.clipPosV = vertexInput.positionCS;
  2616. return output;
  2617. }
  2618. #if defined(ASE_TESSELLATION)
  2619. struct VertexControl
  2620. {
  2621. float4 vertex : INTERNALTESSPOS;
  2622. float3 normalOS : NORMAL;
  2623. float4 tangentOS : TANGENT;
  2624. float4 ase_color : COLOR;
  2625. float4 ase_texcoord : TEXCOORD0;
  2626. UNITY_VERTEX_INPUT_INSTANCE_ID
  2627. };
  2628. struct TessellationFactors
  2629. {
  2630. float edge[3] : SV_TessFactor;
  2631. float inside : SV_InsideTessFactor;
  2632. };
  2633. VertexControl vert ( Attributes input )
  2634. {
  2635. VertexControl output;
  2636. UNITY_SETUP_INSTANCE_ID(input);
  2637. UNITY_TRANSFER_INSTANCE_ID(input, output);
  2638. output.vertex = input.positionOS;
  2639. output.normalOS = input.normalOS;
  2640. output.tangentOS = input.tangentOS;
  2641. output.ase_color = input.ase_color;
  2642. output.ase_texcoord = input.ase_texcoord;
  2643. return output;
  2644. }
  2645. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  2646. {
  2647. TessellationFactors output;
  2648. float4 tf = 1;
  2649. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  2650. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  2651. #if defined(ASE_FIXED_TESSELLATION)
  2652. tf = FixedTess( tessValue );
  2653. #elif defined(ASE_DISTANCE_TESSELLATION)
  2654. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  2655. #elif defined(ASE_LENGTH_TESSELLATION)
  2656. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  2657. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  2658. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  2659. #endif
  2660. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  2661. return output;
  2662. }
  2663. [domain("tri")]
  2664. [partitioning("fractional_odd")]
  2665. [outputtopology("triangle_cw")]
  2666. [patchconstantfunc("TessellationFunction")]
  2667. [outputcontrolpoints(3)]
  2668. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  2669. {
  2670. return patch[id];
  2671. }
  2672. [domain("tri")]
  2673. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  2674. {
  2675. Attributes output = (Attributes) 0;
  2676. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  2677. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  2678. output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
  2679. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  2680. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  2681. #if defined(ASE_PHONG_TESSELLATION)
  2682. float3 pp[3];
  2683. for (int i = 0; i < 3; ++i)
  2684. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  2685. float phongStrength = _TessPhongStrength;
  2686. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  2687. #endif
  2688. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  2689. return VertexFunction(output);
  2690. }
  2691. #else
  2692. PackedVaryings vert ( Attributes input )
  2693. {
  2694. return VertexFunction( input );
  2695. }
  2696. #endif
  2697. void frag( PackedVaryings input
  2698. , out half4 outNormalWS : SV_Target0
  2699. #ifdef ASE_DEPTH_WRITE_ON
  2700. ,out float outputDepth : ASE_SV_DEPTH
  2701. #endif
  2702. #ifdef _WRITE_RENDERING_LAYERS
  2703. , out float4 outRenderingLayers : SV_Target1
  2704. #endif
  2705. , bool ase_vface : SV_IsFrontFace )
  2706. {
  2707. UNITY_SETUP_INSTANCE_ID(input);
  2708. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  2709. #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
  2710. float3 WorldPosition = input.positionWS;
  2711. #endif
  2712. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  2713. float3 WorldNormal = input.worldNormal;
  2714. float4 WorldTangent = input.worldTangent;
  2715. float4 ClipPos = input.clipPosV;
  2716. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  2717. #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
  2718. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  2719. ShadowCoords = input.shadowCoord;
  2720. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  2721. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  2722. #endif
  2723. #endif
  2724. float2 uv_NormalMap81 = input.ase_texcoord5.xy;
  2725. float3 unpack81 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap81 ), _NormalIntensity );
  2726. unpack81.z = lerp( 1, unpack81.z, saturate(_NormalIntensity) );
  2727. float3 tex2DNode81 = unpack81;
  2728. float3 appendResult232 = (float3(tex2DNode81.r , ( tex2DNode81.g * ase_vface ) , tex2DNode81.b));
  2729. float3 appendResult162 = (float3(tex2DNode81.r , tex2DNode81.g , ( tex2DNode81.b * ase_vface )));
  2730. #ifdef _NORMALBACKFACEFIXBRANCH_ON
  2731. float3 staticSwitch163 = appendResult162;
  2732. #else
  2733. float3 staticSwitch163 = appendResult232;
  2734. #endif
  2735. float3 NormalOutput207 = staticSwitch163;
  2736. float2 uv_AlbedoMap57 = input.ase_texcoord5.xy;
  2737. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  2738. float OpacityMaskOutput213 = tex2DNode57.a;
  2739. float3 Normal = NormalOutput207;
  2740. float Alpha = OpacityMaskOutput213;
  2741. float AlphaClipThreshold = _Cutout;
  2742. #ifdef ASE_DEPTH_WRITE_ON
  2743. float DepthValue = input.positionCS.z;
  2744. #endif
  2745. #ifdef _ALPHATEST_ON
  2746. clip(Alpha - AlphaClipThreshold);
  2747. #endif
  2748. #if defined(LOD_FADE_CROSSFADE)
  2749. LODFadeCrossFade( input.positionCS );
  2750. #endif
  2751. #ifdef ASE_DEPTH_WRITE_ON
  2752. outputDepth = DepthValue;
  2753. #endif
  2754. #if defined(_GBUFFER_NORMALS_OCT)
  2755. float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
  2756. float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
  2757. half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
  2758. outNormalWS = half4(packedNormalWS, 0.0);
  2759. #else
  2760. #if defined(_NORMALMAP)
  2761. #if _NORMAL_DROPOFF_TS
  2762. float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
  2763. float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
  2764. float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
  2765. #elif _NORMAL_DROPOFF_OS
  2766. float3 normalWS = TransformObjectToWorldNormal(Normal);
  2767. #elif _NORMAL_DROPOFF_WS
  2768. float3 normalWS = Normal;
  2769. #endif
  2770. #else
  2771. float3 normalWS = WorldNormal;
  2772. #endif
  2773. outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
  2774. #endif
  2775. #ifdef _WRITE_RENDERING_LAYERS
  2776. uint renderingLayers = GetMeshRenderingLayer();
  2777. outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
  2778. #endif
  2779. }
  2780. ENDHLSL
  2781. }
  2782. Pass
  2783. {
  2784. Name "GBuffer"
  2785. Tags { "LightMode"="UniversalGBuffer" }
  2786. Blend One Zero, One Zero
  2787. ZWrite On
  2788. ZTest LEqual
  2789. Offset 0 , 0
  2790. ColorMask RGBA
  2791. HLSLPROGRAM
  2792. #pragma multi_compile_local_fragment _ALPHATEST_ON
  2793. #define _NORMAL_DROPOFF_TS 1
  2794. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  2795. #pragma multi_compile_instancing
  2796. #pragma instancing_options renderinglayer
  2797. #pragma multi_compile _ LOD_FADE_CROSSFADE
  2798. #pragma multi_compile_fog
  2799. #define ASE_FOG 1
  2800. #define _SPECULAR_SETUP 1
  2801. #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
  2802. #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  2803. #define _NORMALMAP 1
  2804. #define ASE_VERSION 19701
  2805. #define ASE_SRP_VERSION 170003
  2806. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  2807. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  2808. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  2809. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  2810. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  2811. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  2812. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  2813. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  2814. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  2815. #pragma multi_compile _ SHADOWS_SHADOWMASK
  2816. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  2817. #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
  2818. #pragma multi_compile _ LIGHTMAP_ON
  2819. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  2820. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  2821. #pragma vertex vert
  2822. #pragma fragment frag
  2823. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  2824. #define _SPECULAR_COLOR 1
  2825. #endif
  2826. #define SHADERPASS SHADERPASS_GBUFFER
  2827. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  2828. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  2829. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  2830. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  2831. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  2832. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  2833. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  2834. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  2835. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  2836. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  2837. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  2838. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  2839. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
  2840. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  2841. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
  2842. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  2843. #if defined(LOD_FADE_CROSSFADE)
  2844. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  2845. #endif
  2846. #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
  2847. #define ENABLE_TERRAIN_PERPIXEL_NORMAL
  2848. #endif
  2849. #define ASE_NEEDS_VERT_POSITION
  2850. #define ASE_NEEDS_VERT_NORMAL
  2851. #define ASE_NEEDS_FRAG_WORLD_POSITION
  2852. #pragma shader_feature _COLORVARIATION_ON
  2853. #pragma shader_feature_local _NORMALBACKFACEFIXBRANCH_ON
  2854. #pragma shader_feature_local _VERTEXAO_ON
  2855. #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
  2856. #define ASE_SV_DEPTH SV_DepthLessEqual
  2857. #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
  2858. #else
  2859. #define ASE_SV_DEPTH SV_Depth
  2860. #define ASE_SV_POSITION_QUALIFIERS
  2861. #endif
  2862. struct Attributes
  2863. {
  2864. float4 positionOS : POSITION;
  2865. float3 normalOS : NORMAL;
  2866. float4 tangentOS : TANGENT;
  2867. float4 texcoord : TEXCOORD0;
  2868. float4 texcoord1 : TEXCOORD1;
  2869. float4 texcoord2 : TEXCOORD2;
  2870. float4 ase_color : COLOR;
  2871. UNITY_VERTEX_INPUT_INSTANCE_ID
  2872. };
  2873. struct PackedVaryings
  2874. {
  2875. ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
  2876. float4 clipPosV : TEXCOORD0;
  2877. float4 lightmapUVOrVertexSH : TEXCOORD1;
  2878. half4 fogFactorAndVertexLight : TEXCOORD2;
  2879. float4 tSpace0 : TEXCOORD3;
  2880. float4 tSpace1 : TEXCOORD4;
  2881. float4 tSpace2 : TEXCOORD5;
  2882. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  2883. float4 shadowCoord : TEXCOORD6;
  2884. #endif
  2885. #if defined(DYNAMICLIGHTMAP_ON)
  2886. float2 dynamicLightmapUV : TEXCOORD7;
  2887. #endif
  2888. #if defined(USE_APV_PROBE_OCCLUSION)
  2889. float4 probeOcclusion : TEXCOORD8;
  2890. #endif
  2891. float4 ase_texcoord9 : TEXCOORD9;
  2892. float4 ase_texcoord10 : TEXCOORD10;
  2893. float3 ase_normal : NORMAL;
  2894. float4 ase_color : COLOR;
  2895. UNITY_VERTEX_INPUT_INSTANCE_ID
  2896. UNITY_VERTEX_OUTPUT_STEREO
  2897. };
  2898. CBUFFER_START(UnityPerMaterial)
  2899. float4 _AlbedoColor;
  2900. float _WindDirection;
  2901. float _VertexAointensity;
  2902. float _AmbientOcclusion;
  2903. float _SmoothnessIntensity;
  2904. float _SpecularPower;
  2905. float _NormalIntensity;
  2906. float _TranslucencyPower1;
  2907. float _TranslucencyRange1;
  2908. float _TranslucencyTreeTangents;
  2909. float _AlbedoLightness;
  2910. float _LeafColorvariatoion;
  2911. float _WorldUp;
  2912. float _WorldFrequency;
  2913. float _WindScale;
  2914. float _WindPower;
  2915. float _WindAngley;
  2916. float _GlobalWindPower;
  2917. float _AmbientOcclusionIntensity;
  2918. float _Cutout;
  2919. #ifdef ASE_TRANSMISSION
  2920. float _TransmissionShadow;
  2921. #endif
  2922. #ifdef ASE_TRANSLUCENCY
  2923. float _TransStrength;
  2924. float _TransNormal;
  2925. float _TransScattering;
  2926. float _TransDirect;
  2927. float _TransAmbient;
  2928. float _TransShadow;
  2929. #endif
  2930. #ifdef ASE_TESSELLATION
  2931. float _TessPhongStrength;
  2932. float _TessValue;
  2933. float _TessMin;
  2934. float _TessMax;
  2935. float _TessEdgeLength;
  2936. float _TessMaxDisp;
  2937. #endif
  2938. CBUFFER_END
  2939. #ifdef SCENEPICKINGPASS
  2940. float4 _SelectionID;
  2941. #endif
  2942. #ifdef SCENESELECTIONPASS
  2943. int _ObjectId;
  2944. int _PassValue;
  2945. #endif
  2946. sampler2D _AlbedoMap;
  2947. sampler2D _MaskMap;
  2948. sampler2D _NormalMap;
  2949. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
  2950. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  2951. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  2952. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  2953. float snoise( float2 v )
  2954. {
  2955. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  2956. float2 i = floor( v + dot( v, C.yy ) );
  2957. float2 x0 = v - i + dot( i, C.xx );
  2958. float2 i1;
  2959. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  2960. float4 x12 = x0.xyxy + C.xxzz;
  2961. x12.xy -= i1;
  2962. i = mod2D289( i );
  2963. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  2964. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  2965. m = m * m;
  2966. m = m * m;
  2967. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  2968. float3 h = abs( x ) - 0.5;
  2969. float3 ox = floor( x + 0.5 );
  2970. float3 a0 = x - ox;
  2971. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  2972. float3 g;
  2973. g.x = a0.x * x0.x + h.x * x0.y;
  2974. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  2975. return 130.0 * dot( m, g );
  2976. }
  2977. //https://www.shadertoy.com/view/XdXGW8
  2978. float2 GradientNoiseDir( float2 x )
  2979. {
  2980. const float2 k = float2( 0.3183099, 0.3678794 );
  2981. x = x * k + k.yx;
  2982. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  2983. }
  2984. float GradientNoise( float2 UV, float Scale )
  2985. {
  2986. float2 p = UV * Scale;
  2987. float2 i = floor( p );
  2988. float2 f = frac( p );
  2989. float2 u = f * f * ( 3.0 - 2.0 * f );
  2990. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  2991. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  2992. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  2993. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  2994. }
  2995. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  2996. {
  2997. float t = 0.5 * ( 1.0 - contrastValue );
  2998. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  2999. }
  3000. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  3001. {
  3002. original -= center;
  3003. float C = cos( angle );
  3004. float S = sin( angle );
  3005. float t = 1 - C;
  3006. float m00 = t * u.x * u.x + C;
  3007. float m01 = t * u.x * u.y - S * u.z;
  3008. float m02 = t * u.x * u.z + S * u.y;
  3009. float m10 = t * u.x * u.y + S * u.z;
  3010. float m11 = t * u.y * u.y + C;
  3011. float m12 = t * u.y * u.z - S * u.x;
  3012. float m20 = t * u.x * u.z - S * u.y;
  3013. float m21 = t * u.y * u.z + S * u.x;
  3014. float m22 = t * u.z * u.z + C;
  3015. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  3016. return mul( finalMatrix, original ) + center;
  3017. }
  3018. PackedVaryings VertexFunction( Attributes input )
  3019. {
  3020. PackedVaryings output = (PackedVaryings)0;
  3021. UNITY_SETUP_INSTANCE_ID(input);
  3022. UNITY_TRANSFER_INSTANCE_ID(input, output);
  3023. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  3024. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  3025. float mulTime10 = _TimeParameters.x * 0.1;
  3026. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  3027. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  3028. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  3029. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  3030. float4 temp_cast_6 = (gradientNoise19).xxxx;
  3031. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  3032. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  3033. float2 texCoord52 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  3034. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  3035. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  3036. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  3037. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  3038. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  3039. float3 _Vector1 = float3(0,0,0);
  3040. float4 temp_cast_8 = (_Vector1.y).xxxx;
  3041. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  3042. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  3043. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  3044. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  3045. float3 TrunkPivotBend169 = rotatedValue131;
  3046. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  3047. output.ase_texcoord9.xy = input.texcoord.xy;
  3048. output.ase_texcoord10 = input.positionOS;
  3049. output.ase_normal = input.normalOS;
  3050. output.ase_color = input.ase_color;
  3051. //setting value to unused interpolator channels and avoid initialization warnings
  3052. output.ase_texcoord9.zw = 0;
  3053. #ifdef ASE_ABSOLUTE_VERTEX_POS
  3054. float3 defaultVertexValue = input.positionOS.xyz;
  3055. #else
  3056. float3 defaultVertexValue = float3(0, 0, 0);
  3057. #endif
  3058. float3 vertexValue = TrunkPivotBend169;
  3059. #ifdef ASE_ABSOLUTE_VERTEX_POS
  3060. input.positionOS.xyz = vertexValue;
  3061. #else
  3062. input.positionOS.xyz += vertexValue;
  3063. #endif
  3064. input.normalOS = LightDetect_Output301;
  3065. input.tangentOS = input.tangentOS;
  3066. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  3067. VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
  3068. output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
  3069. output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
  3070. output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
  3071. #if defined(LIGHTMAP_ON)
  3072. OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
  3073. #endif
  3074. #if defined(DYNAMICLIGHTMAP_ON)
  3075. output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
  3076. #endif
  3077. OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
  3078. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  3079. output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
  3080. output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  3081. #endif
  3082. half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
  3083. output.fogFactorAndVertexLight = half4(0, vertexLight);
  3084. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  3085. output.shadowCoord = GetShadowCoord( vertexInput );
  3086. #endif
  3087. output.positionCS = vertexInput.positionCS;
  3088. output.clipPosV = vertexInput.positionCS;
  3089. return output;
  3090. }
  3091. #if defined(ASE_TESSELLATION)
  3092. struct VertexControl
  3093. {
  3094. float4 vertex : INTERNALTESSPOS;
  3095. float3 normalOS : NORMAL;
  3096. float4 tangentOS : TANGENT;
  3097. float4 texcoord : TEXCOORD0;
  3098. float4 texcoord1 : TEXCOORD1;
  3099. float4 texcoord2 : TEXCOORD2;
  3100. float4 ase_color : COLOR;
  3101. UNITY_VERTEX_INPUT_INSTANCE_ID
  3102. };
  3103. struct TessellationFactors
  3104. {
  3105. float edge[3] : SV_TessFactor;
  3106. float inside : SV_InsideTessFactor;
  3107. };
  3108. VertexControl vert ( Attributes input )
  3109. {
  3110. VertexControl output;
  3111. UNITY_SETUP_INSTANCE_ID(input);
  3112. UNITY_TRANSFER_INSTANCE_ID(input, output);
  3113. output.vertex = input.positionOS;
  3114. output.normalOS = input.normalOS;
  3115. output.tangentOS = input.tangentOS;
  3116. output.texcoord = input.texcoord;
  3117. output.texcoord1 = input.texcoord1;
  3118. output.texcoord2 = input.texcoord2;
  3119. output.ase_color = input.ase_color;
  3120. return output;
  3121. }
  3122. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  3123. {
  3124. TessellationFactors output;
  3125. float4 tf = 1;
  3126. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  3127. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  3128. #if defined(ASE_FIXED_TESSELLATION)
  3129. tf = FixedTess( tessValue );
  3130. #elif defined(ASE_DISTANCE_TESSELLATION)
  3131. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  3132. #elif defined(ASE_LENGTH_TESSELLATION)
  3133. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  3134. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  3135. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  3136. #endif
  3137. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  3138. return output;
  3139. }
  3140. [domain("tri")]
  3141. [partitioning("fractional_odd")]
  3142. [outputtopology("triangle_cw")]
  3143. [patchconstantfunc("TessellationFunction")]
  3144. [outputcontrolpoints(3)]
  3145. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  3146. {
  3147. return patch[id];
  3148. }
  3149. [domain("tri")]
  3150. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  3151. {
  3152. Attributes output = (Attributes) 0;
  3153. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  3154. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  3155. output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
  3156. output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
  3157. output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
  3158. output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
  3159. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  3160. #if defined(ASE_PHONG_TESSELLATION)
  3161. float3 pp[3];
  3162. for (int i = 0; i < 3; ++i)
  3163. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  3164. float phongStrength = _TessPhongStrength;
  3165. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  3166. #endif
  3167. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  3168. return VertexFunction(output);
  3169. }
  3170. #else
  3171. PackedVaryings vert ( Attributes input )
  3172. {
  3173. return VertexFunction( input );
  3174. }
  3175. #endif
  3176. FragmentOutput frag ( PackedVaryings input
  3177. #ifdef ASE_DEPTH_WRITE_ON
  3178. ,out float outputDepth : ASE_SV_DEPTH
  3179. #endif
  3180. , bool ase_vface : SV_IsFrontFace )
  3181. {
  3182. UNITY_SETUP_INSTANCE_ID(input);
  3183. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  3184. #if defined(LOD_FADE_CROSSFADE)
  3185. LODFadeCrossFade( input.positionCS );
  3186. #endif
  3187. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  3188. float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
  3189. float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
  3190. float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
  3191. float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
  3192. #else
  3193. float3 WorldNormal = normalize( input.tSpace0.xyz );
  3194. float3 WorldTangent = input.tSpace1.xyz;
  3195. float3 WorldBiTangent = input.tSpace2.xyz;
  3196. #endif
  3197. float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
  3198. float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
  3199. float4 ShadowCoords = float4( 0, 0, 0, 0 );
  3200. float4 ClipPos = input.clipPosV;
  3201. float4 ScreenPos = ComputeScreenPos( input.clipPosV );
  3202. float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
  3203. #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
  3204. ShadowCoords = input.shadowCoord;
  3205. #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
  3206. ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
  3207. #else
  3208. ShadowCoords = float4(0, 0, 0, 0);
  3209. #endif
  3210. WorldViewDirection = SafeNormalize( WorldViewDirection );
  3211. float2 uv_AlbedoMap57 = input.ase_texcoord9.xy;
  3212. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  3213. float4 break150 = tex2DNode57;
  3214. float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
  3215. float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) );
  3216. float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
  3217. float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0));
  3218. float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion);
  3219. #ifdef _COLORVARIATION_ON
  3220. float4 staticSwitch91 = lerpResult155;
  3221. #else
  3222. float4 staticSwitch91 = tex2DNode57;
  3223. #endif
  3224. float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - WorldPosition );
  3225. float3 ase_viewDirWS = normalize( ase_viewVectorWS );
  3226. float4 transform313 = mul(GetObjectToWorldMatrix(),float4( input.ase_texcoord10.xyz , 0.0 ));
  3227. float dotResult322 = dot( float4( ase_viewDirWS , 0.0 ) , -( float4( _MainLightPosition.xyz , 0.0 ) + ( (( _TranslucencyTreeTangents )?( float4( input.ase_normal , 0.0 ) ):( transform313 )) * _TranslucencyRange1 ) ) );
  3228. float2 uv_MaskMap323 = input.ase_texcoord9.xy;
  3229. float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
  3230. float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
  3231. float TobyTranslucency328 = ( saturate( dotResult322 ) * tex2D( _MaskMap, uv_MaskMap323 ).b * ase_lightColor.a );
  3232. float TranslucencyIntensity353 = _TranslucencyPower1;
  3233. float4 AlbedoOutput204 = ( ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) ) * (1.0 + (TobyTranslucency328 - 0.0) * (TranslucencyIntensity353 - 1.0) / (1.0 - 0.0)) );
  3234. float2 uv_NormalMap81 = input.ase_texcoord9.xy;
  3235. float3 unpack81 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap81 ), _NormalIntensity );
  3236. unpack81.z = lerp( 1, unpack81.z, saturate(_NormalIntensity) );
  3237. float3 tex2DNode81 = unpack81;
  3238. float3 appendResult232 = (float3(tex2DNode81.r , ( tex2DNode81.g * ase_vface ) , tex2DNode81.b));
  3239. float3 appendResult162 = (float3(tex2DNode81.r , tex2DNode81.g , ( tex2DNode81.b * ase_vface )));
  3240. #ifdef _NORMALBACKFACEFIXBRANCH_ON
  3241. float3 staticSwitch163 = appendResult162;
  3242. #else
  3243. float3 staticSwitch163 = appendResult232;
  3244. #endif
  3245. float3 NormalOutput207 = staticSwitch163;
  3246. float Specular_Output339 = ( 0.04 * 1.0 * _SpecularPower );
  3247. float3 temp_cast_8 = (Specular_Output339).xxx;
  3248. float2 uv_MaskMap44 = input.ase_texcoord9.xy;
  3249. float4 tex2DNode44 = tex2D( _MaskMap, uv_MaskMap44 );
  3250. float SmoothnessOutput192 = ( tex2DNode44.a * _SmoothnessIntensity );
  3251. float AoBase175 = pow( abs( tex2DNode44.g ) , _AmbientOcclusion );
  3252. float blendOpSrc95 = input.ase_color.r;
  3253. float blendOpDest95 = AoBase175;
  3254. float lerpBlendMode95 = lerp(blendOpDest95,( blendOpSrc95 * blendOpDest95 ),_VertexAointensity);
  3255. #ifdef _VERTEXAO_ON
  3256. float staticSwitch108 = ( saturate( lerpBlendMode95 ));
  3257. #else
  3258. float staticSwitch108 = AoBase175;
  3259. #endif
  3260. float AoOutput202 = staticSwitch108;
  3261. float AmbientOcclusion_Output329 = ( pow( AoOutput202 , _AmbientOcclusionIntensity ) * ( 1.5 / ( ( saturate( TobyTranslucency328 ) * TranslucencyIntensity353 ) + 1.5 ) ) );
  3262. float OpacityMaskOutput213 = tex2DNode57.a;
  3263. float3 BaseColor = AlbedoOutput204.rgb;
  3264. float3 Normal = NormalOutput207;
  3265. float3 Emission = 0;
  3266. float3 Specular = temp_cast_8;
  3267. float Metallic = 0;
  3268. float Smoothness = SmoothnessOutput192;
  3269. float Occlusion = AmbientOcclusion_Output329;
  3270. float Alpha = OpacityMaskOutput213;
  3271. float AlphaClipThreshold = _Cutout;
  3272. float AlphaClipThresholdShadow = 0.5;
  3273. float3 BakedGI = 0;
  3274. float3 RefractionColor = 1;
  3275. float RefractionIndex = 1;
  3276. float3 Transmission = 1;
  3277. float3 Translucency = 1;
  3278. #ifdef ASE_DEPTH_WRITE_ON
  3279. float DepthValue = input.positionCS.z;
  3280. #endif
  3281. #ifdef _ALPHATEST_ON
  3282. clip(Alpha - AlphaClipThreshold);
  3283. #endif
  3284. InputData inputData = (InputData)0;
  3285. inputData.positionWS = WorldPosition;
  3286. inputData.positionCS = input.positionCS;
  3287. inputData.shadowCoord = ShadowCoords;
  3288. #ifdef _NORMALMAP
  3289. #if _NORMAL_DROPOFF_TS
  3290. inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
  3291. #elif _NORMAL_DROPOFF_OS
  3292. inputData.normalWS = TransformObjectToWorldNormal(Normal);
  3293. #elif _NORMAL_DROPOFF_WS
  3294. inputData.normalWS = Normal;
  3295. #endif
  3296. #else
  3297. inputData.normalWS = WorldNormal;
  3298. #endif
  3299. inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
  3300. inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
  3301. inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
  3302. #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
  3303. float3 SH = SampleSH(inputData.normalWS.xyz);
  3304. #else
  3305. float3 SH = input.lightmapUVOrVertexSH.xyz;
  3306. #endif
  3307. #if defined(DYNAMICLIGHTMAP_ON)
  3308. inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
  3309. inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
  3310. #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
  3311. inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
  3312. inputData.normalWS,
  3313. inputData.viewDirectionWS,
  3314. input.positionCS.xy,
  3315. input.probeOcclusion,
  3316. inputData.shadowMask );
  3317. #else
  3318. inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
  3319. inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
  3320. #endif
  3321. #ifdef ASE_BAKEDGI
  3322. inputData.bakedGI = BakedGI;
  3323. #endif
  3324. inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
  3325. #if defined(DEBUG_DISPLAY)
  3326. #if defined(DYNAMICLIGHTMAP_ON)
  3327. inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
  3328. #endif
  3329. #if defined(LIGHTMAP_ON)
  3330. inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
  3331. #else
  3332. inputData.vertexSH = SH;
  3333. #endif
  3334. #if defined(USE_APV_PROBE_OCCLUSION)
  3335. inputData.probeOcclusion = input.probeOcclusion;
  3336. #endif
  3337. #endif
  3338. #ifdef _DBUFFER
  3339. ApplyDecal(input.positionCS,
  3340. BaseColor,
  3341. Specular,
  3342. inputData.normalWS,
  3343. Metallic,
  3344. Occlusion,
  3345. Smoothness);
  3346. #endif
  3347. BRDFData brdfData;
  3348. InitializeBRDFData
  3349. (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
  3350. Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
  3351. half4 color;
  3352. MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
  3353. color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
  3354. color.a = Alpha;
  3355. #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
  3356. color.rgb *= color.a;
  3357. #endif
  3358. #ifdef ASE_DEPTH_WRITE_ON
  3359. outputDepth = DepthValue;
  3360. #endif
  3361. return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
  3362. }
  3363. ENDHLSL
  3364. }
  3365. Pass
  3366. {
  3367. Name "SceneSelectionPass"
  3368. Tags { "LightMode"="SceneSelectionPass" }
  3369. Cull Off
  3370. AlphaToMask Off
  3371. HLSLPROGRAM
  3372. #pragma multi_compile_local_fragment _ALPHATEST_ON
  3373. #define _NORMAL_DROPOFF_TS 1
  3374. #define ASE_FOG 1
  3375. #define _SPECULAR_SETUP 1
  3376. #define _NORMALMAP 1
  3377. #define ASE_VERSION 19701
  3378. #define ASE_SRP_VERSION 170003
  3379. #pragma vertex vert
  3380. #pragma fragment frag
  3381. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  3382. #define _SPECULAR_COLOR 1
  3383. #endif
  3384. #define SCENESELECTIONPASS 1
  3385. #define ATTRIBUTES_NEED_NORMAL
  3386. #define ATTRIBUTES_NEED_TANGENT
  3387. #define SHADERPASS SHADERPASS_DEPTHONLY
  3388. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  3389. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  3390. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  3391. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  3392. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  3393. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  3394. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  3395. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  3396. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  3397. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  3398. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  3399. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  3400. #define ASE_NEEDS_VERT_POSITION
  3401. #define ASE_NEEDS_VERT_NORMAL
  3402. struct Attributes
  3403. {
  3404. float4 positionOS : POSITION;
  3405. float3 normalOS : NORMAL;
  3406. float4 ase_color : COLOR;
  3407. float4 ase_texcoord : TEXCOORD0;
  3408. UNITY_VERTEX_INPUT_INSTANCE_ID
  3409. };
  3410. struct PackedVaryings
  3411. {
  3412. float4 positionCS : SV_POSITION;
  3413. float4 ase_texcoord : TEXCOORD0;
  3414. UNITY_VERTEX_INPUT_INSTANCE_ID
  3415. UNITY_VERTEX_OUTPUT_STEREO
  3416. };
  3417. CBUFFER_START(UnityPerMaterial)
  3418. float4 _AlbedoColor;
  3419. float _WindDirection;
  3420. float _VertexAointensity;
  3421. float _AmbientOcclusion;
  3422. float _SmoothnessIntensity;
  3423. float _SpecularPower;
  3424. float _NormalIntensity;
  3425. float _TranslucencyPower1;
  3426. float _TranslucencyRange1;
  3427. float _TranslucencyTreeTangents;
  3428. float _AlbedoLightness;
  3429. float _LeafColorvariatoion;
  3430. float _WorldUp;
  3431. float _WorldFrequency;
  3432. float _WindScale;
  3433. float _WindPower;
  3434. float _WindAngley;
  3435. float _GlobalWindPower;
  3436. float _AmbientOcclusionIntensity;
  3437. float _Cutout;
  3438. #ifdef ASE_TRANSMISSION
  3439. float _TransmissionShadow;
  3440. #endif
  3441. #ifdef ASE_TRANSLUCENCY
  3442. float _TransStrength;
  3443. float _TransNormal;
  3444. float _TransScattering;
  3445. float _TransDirect;
  3446. float _TransAmbient;
  3447. float _TransShadow;
  3448. #endif
  3449. #ifdef ASE_TESSELLATION
  3450. float _TessPhongStrength;
  3451. float _TessValue;
  3452. float _TessMin;
  3453. float _TessMax;
  3454. float _TessEdgeLength;
  3455. float _TessMaxDisp;
  3456. #endif
  3457. CBUFFER_END
  3458. #ifdef SCENEPICKINGPASS
  3459. float4 _SelectionID;
  3460. #endif
  3461. #ifdef SCENESELECTIONPASS
  3462. int _ObjectId;
  3463. int _PassValue;
  3464. #endif
  3465. sampler2D _AlbedoMap;
  3466. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  3467. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  3468. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  3469. float snoise( float2 v )
  3470. {
  3471. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  3472. float2 i = floor( v + dot( v, C.yy ) );
  3473. float2 x0 = v - i + dot( i, C.xx );
  3474. float2 i1;
  3475. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  3476. float4 x12 = x0.xyxy + C.xxzz;
  3477. x12.xy -= i1;
  3478. i = mod2D289( i );
  3479. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  3480. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  3481. m = m * m;
  3482. m = m * m;
  3483. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  3484. float3 h = abs( x ) - 0.5;
  3485. float3 ox = floor( x + 0.5 );
  3486. float3 a0 = x - ox;
  3487. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  3488. float3 g;
  3489. g.x = a0.x * x0.x + h.x * x0.y;
  3490. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  3491. return 130.0 * dot( m, g );
  3492. }
  3493. //https://www.shadertoy.com/view/XdXGW8
  3494. float2 GradientNoiseDir( float2 x )
  3495. {
  3496. const float2 k = float2( 0.3183099, 0.3678794 );
  3497. x = x * k + k.yx;
  3498. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  3499. }
  3500. float GradientNoise( float2 UV, float Scale )
  3501. {
  3502. float2 p = UV * Scale;
  3503. float2 i = floor( p );
  3504. float2 f = frac( p );
  3505. float2 u = f * f * ( 3.0 - 2.0 * f );
  3506. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  3507. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  3508. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  3509. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  3510. }
  3511. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  3512. {
  3513. float t = 0.5 * ( 1.0 - contrastValue );
  3514. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  3515. }
  3516. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  3517. {
  3518. original -= center;
  3519. float C = cos( angle );
  3520. float S = sin( angle );
  3521. float t = 1 - C;
  3522. float m00 = t * u.x * u.x + C;
  3523. float m01 = t * u.x * u.y - S * u.z;
  3524. float m02 = t * u.x * u.z + S * u.y;
  3525. float m10 = t * u.x * u.y + S * u.z;
  3526. float m11 = t * u.y * u.y + C;
  3527. float m12 = t * u.y * u.z - S * u.x;
  3528. float m20 = t * u.x * u.z - S * u.y;
  3529. float m21 = t * u.y * u.z + S * u.x;
  3530. float m22 = t * u.z * u.z + C;
  3531. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  3532. return mul( finalMatrix, original ) + center;
  3533. }
  3534. struct SurfaceDescription
  3535. {
  3536. float Alpha;
  3537. float AlphaClipThreshold;
  3538. };
  3539. PackedVaryings VertexFunction(Attributes input )
  3540. {
  3541. PackedVaryings output;
  3542. ZERO_INITIALIZE(PackedVaryings, output);
  3543. UNITY_SETUP_INSTANCE_ID(input);
  3544. UNITY_TRANSFER_INSTANCE_ID(input, output);
  3545. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  3546. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  3547. float mulTime10 = _TimeParameters.x * 0.1;
  3548. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  3549. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  3550. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  3551. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  3552. float4 temp_cast_6 = (gradientNoise19).xxxx;
  3553. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  3554. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  3555. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  3556. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  3557. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  3558. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  3559. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  3560. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  3561. float3 _Vector1 = float3(0,0,0);
  3562. float4 temp_cast_8 = (_Vector1.y).xxxx;
  3563. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  3564. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  3565. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  3566. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  3567. float3 TrunkPivotBend169 = rotatedValue131;
  3568. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  3569. output.ase_texcoord.xy = input.ase_texcoord.xy;
  3570. //setting value to unused interpolator channels and avoid initialization warnings
  3571. output.ase_texcoord.zw = 0;
  3572. #ifdef ASE_ABSOLUTE_VERTEX_POS
  3573. float3 defaultVertexValue = input.positionOS.xyz;
  3574. #else
  3575. float3 defaultVertexValue = float3(0, 0, 0);
  3576. #endif
  3577. float3 vertexValue = TrunkPivotBend169;
  3578. #ifdef ASE_ABSOLUTE_VERTEX_POS
  3579. input.positionOS.xyz = vertexValue;
  3580. #else
  3581. input.positionOS.xyz += vertexValue;
  3582. #endif
  3583. input.normalOS = LightDetect_Output301;
  3584. float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
  3585. output.positionCS = TransformWorldToHClip(positionWS);
  3586. return output;
  3587. }
  3588. #if defined(ASE_TESSELLATION)
  3589. struct VertexControl
  3590. {
  3591. float4 vertex : INTERNALTESSPOS;
  3592. float3 normalOS : NORMAL;
  3593. float4 ase_color : COLOR;
  3594. float4 ase_texcoord : TEXCOORD0;
  3595. UNITY_VERTEX_INPUT_INSTANCE_ID
  3596. };
  3597. struct TessellationFactors
  3598. {
  3599. float edge[3] : SV_TessFactor;
  3600. float inside : SV_InsideTessFactor;
  3601. };
  3602. VertexControl vert ( Attributes input )
  3603. {
  3604. VertexControl output;
  3605. UNITY_SETUP_INSTANCE_ID(input);
  3606. UNITY_TRANSFER_INSTANCE_ID(input, output);
  3607. output.vertex = input.positionOS;
  3608. output.normalOS = input.normalOS;
  3609. output.ase_color = input.ase_color;
  3610. output.ase_texcoord = input.ase_texcoord;
  3611. return output;
  3612. }
  3613. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  3614. {
  3615. TessellationFactors output;
  3616. float4 tf = 1;
  3617. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  3618. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  3619. #if defined(ASE_FIXED_TESSELLATION)
  3620. tf = FixedTess( tessValue );
  3621. #elif defined(ASE_DISTANCE_TESSELLATION)
  3622. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  3623. #elif defined(ASE_LENGTH_TESSELLATION)
  3624. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  3625. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  3626. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  3627. #endif
  3628. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  3629. return output;
  3630. }
  3631. [domain("tri")]
  3632. [partitioning("fractional_odd")]
  3633. [outputtopology("triangle_cw")]
  3634. [patchconstantfunc("TessellationFunction")]
  3635. [outputcontrolpoints(3)]
  3636. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  3637. {
  3638. return patch[id];
  3639. }
  3640. [domain("tri")]
  3641. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  3642. {
  3643. Attributes output = (Attributes) 0;
  3644. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  3645. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  3646. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  3647. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  3648. #if defined(ASE_PHONG_TESSELLATION)
  3649. float3 pp[3];
  3650. for (int i = 0; i < 3; ++i)
  3651. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  3652. float phongStrength = _TessPhongStrength;
  3653. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  3654. #endif
  3655. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  3656. return VertexFunction(output);
  3657. }
  3658. #else
  3659. PackedVaryings vert ( Attributes input )
  3660. {
  3661. return VertexFunction( input );
  3662. }
  3663. #endif
  3664. half4 frag(PackedVaryings input ) : SV_TARGET
  3665. {
  3666. SurfaceDescription surfaceDescription = (SurfaceDescription)0;
  3667. float2 uv_AlbedoMap57 = input.ase_texcoord.xy;
  3668. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  3669. float OpacityMaskOutput213 = tex2DNode57.a;
  3670. surfaceDescription.Alpha = OpacityMaskOutput213;
  3671. surfaceDescription.AlphaClipThreshold = _Cutout;
  3672. #if _ALPHATEST_ON
  3673. float alphaClipThreshold = 0.01f;
  3674. #if ALPHA_CLIP_THRESHOLD
  3675. alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
  3676. #endif
  3677. clip(surfaceDescription.Alpha - alphaClipThreshold);
  3678. #endif
  3679. half4 outColor = 0;
  3680. #ifdef SCENESELECTIONPASS
  3681. outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
  3682. #elif defined(SCENEPICKINGPASS)
  3683. outColor = _SelectionID;
  3684. #endif
  3685. return outColor;
  3686. }
  3687. ENDHLSL
  3688. }
  3689. Pass
  3690. {
  3691. Name "ScenePickingPass"
  3692. Tags { "LightMode"="Picking" }
  3693. AlphaToMask Off
  3694. HLSLPROGRAM
  3695. #pragma multi_compile_local_fragment _ALPHATEST_ON
  3696. #define _NORMAL_DROPOFF_TS 1
  3697. #define ASE_FOG 1
  3698. #define _SPECULAR_SETUP 1
  3699. #define _NORMALMAP 1
  3700. #define ASE_VERSION 19701
  3701. #define ASE_SRP_VERSION 170003
  3702. #pragma vertex vert
  3703. #pragma fragment frag
  3704. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  3705. #define _SPECULAR_COLOR 1
  3706. #endif
  3707. #define SCENEPICKINGPASS 1
  3708. #define ATTRIBUTES_NEED_NORMAL
  3709. #define ATTRIBUTES_NEED_TANGENT
  3710. #define SHADERPASS SHADERPASS_DEPTHONLY
  3711. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  3712. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  3713. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  3714. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  3715. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  3716. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  3717. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  3718. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  3719. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  3720. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  3721. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  3722. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  3723. #define ASE_NEEDS_VERT_POSITION
  3724. #define ASE_NEEDS_VERT_NORMAL
  3725. struct Attributes
  3726. {
  3727. float4 positionOS : POSITION;
  3728. float3 normalOS : NORMAL;
  3729. float4 ase_color : COLOR;
  3730. float4 ase_texcoord : TEXCOORD0;
  3731. UNITY_VERTEX_INPUT_INSTANCE_ID
  3732. };
  3733. struct PackedVaryings
  3734. {
  3735. float4 positionCS : SV_POSITION;
  3736. float4 ase_texcoord : TEXCOORD0;
  3737. UNITY_VERTEX_INPUT_INSTANCE_ID
  3738. UNITY_VERTEX_OUTPUT_STEREO
  3739. };
  3740. CBUFFER_START(UnityPerMaterial)
  3741. float4 _AlbedoColor;
  3742. float _WindDirection;
  3743. float _VertexAointensity;
  3744. float _AmbientOcclusion;
  3745. float _SmoothnessIntensity;
  3746. float _SpecularPower;
  3747. float _NormalIntensity;
  3748. float _TranslucencyPower1;
  3749. float _TranslucencyRange1;
  3750. float _TranslucencyTreeTangents;
  3751. float _AlbedoLightness;
  3752. float _LeafColorvariatoion;
  3753. float _WorldUp;
  3754. float _WorldFrequency;
  3755. float _WindScale;
  3756. float _WindPower;
  3757. float _WindAngley;
  3758. float _GlobalWindPower;
  3759. float _AmbientOcclusionIntensity;
  3760. float _Cutout;
  3761. #ifdef ASE_TRANSMISSION
  3762. float _TransmissionShadow;
  3763. #endif
  3764. #ifdef ASE_TRANSLUCENCY
  3765. float _TransStrength;
  3766. float _TransNormal;
  3767. float _TransScattering;
  3768. float _TransDirect;
  3769. float _TransAmbient;
  3770. float _TransShadow;
  3771. #endif
  3772. #ifdef ASE_TESSELLATION
  3773. float _TessPhongStrength;
  3774. float _TessValue;
  3775. float _TessMin;
  3776. float _TessMax;
  3777. float _TessEdgeLength;
  3778. float _TessMaxDisp;
  3779. #endif
  3780. CBUFFER_END
  3781. #ifdef SCENEPICKINGPASS
  3782. float4 _SelectionID;
  3783. #endif
  3784. #ifdef SCENESELECTIONPASS
  3785. int _ObjectId;
  3786. int _PassValue;
  3787. #endif
  3788. sampler2D _AlbedoMap;
  3789. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  3790. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  3791. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  3792. float snoise( float2 v )
  3793. {
  3794. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  3795. float2 i = floor( v + dot( v, C.yy ) );
  3796. float2 x0 = v - i + dot( i, C.xx );
  3797. float2 i1;
  3798. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  3799. float4 x12 = x0.xyxy + C.xxzz;
  3800. x12.xy -= i1;
  3801. i = mod2D289( i );
  3802. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  3803. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  3804. m = m * m;
  3805. m = m * m;
  3806. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  3807. float3 h = abs( x ) - 0.5;
  3808. float3 ox = floor( x + 0.5 );
  3809. float3 a0 = x - ox;
  3810. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  3811. float3 g;
  3812. g.x = a0.x * x0.x + h.x * x0.y;
  3813. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  3814. return 130.0 * dot( m, g );
  3815. }
  3816. //https://www.shadertoy.com/view/XdXGW8
  3817. float2 GradientNoiseDir( float2 x )
  3818. {
  3819. const float2 k = float2( 0.3183099, 0.3678794 );
  3820. x = x * k + k.yx;
  3821. return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
  3822. }
  3823. float GradientNoise( float2 UV, float Scale )
  3824. {
  3825. float2 p = UV * Scale;
  3826. float2 i = floor( p );
  3827. float2 f = frac( p );
  3828. float2 u = f * f * ( 3.0 - 2.0 * f );
  3829. return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
  3830. dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
  3831. lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
  3832. dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
  3833. }
  3834. float4 CalculateContrast( float contrastValue, float4 colorTarget )
  3835. {
  3836. float t = 0.5 * ( 1.0 - contrastValue );
  3837. return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
  3838. }
  3839. float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
  3840. {
  3841. original -= center;
  3842. float C = cos( angle );
  3843. float S = sin( angle );
  3844. float t = 1 - C;
  3845. float m00 = t * u.x * u.x + C;
  3846. float m01 = t * u.x * u.y - S * u.z;
  3847. float m02 = t * u.x * u.z + S * u.y;
  3848. float m10 = t * u.x * u.y + S * u.z;
  3849. float m11 = t * u.y * u.y + C;
  3850. float m12 = t * u.y * u.z - S * u.x;
  3851. float m20 = t * u.x * u.z - S * u.y;
  3852. float m21 = t * u.y * u.z + S * u.x;
  3853. float m22 = t * u.z * u.z + C;
  3854. float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
  3855. return mul( finalMatrix, original ) + center;
  3856. }
  3857. struct SurfaceDescription
  3858. {
  3859. float Alpha;
  3860. float AlphaClipThreshold;
  3861. };
  3862. PackedVaryings VertexFunction(Attributes input )
  3863. {
  3864. PackedVaryings output;
  3865. ZERO_INITIALIZE(PackedVaryings, output);
  3866. UNITY_SETUP_INSTANCE_ID(input);
  3867. UNITY_TRANSFER_INSTANCE_ID(input, output);
  3868. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  3869. float3 ase_worldPos = TransformObjectToWorld( (input.positionOS).xyz );
  3870. float mulTime10 = _TimeParameters.x * 0.1;
  3871. float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 );
  3872. simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5;
  3873. float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0);
  3874. gradientNoise19 = gradientNoise19*0.5 + 0.5;
  3875. float4 temp_cast_6 = (gradientNoise19).xxxx;
  3876. float4 appendResult61 = (float4(( input.positionOS.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( input.positionOS.xyz.y * 1.2 ) ).r , input.positionOS.xyz.z , 0.0));
  3877. float4 lerpResult74 = lerp( float4( input.positionOS.xyz , 0.0 ) , appendResult61 , input.ase_color.g);
  3878. float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
  3879. float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z));
  3880. float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x));
  3881. float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale );
  3882. simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5;
  3883. float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( input.positionOS.xyz , 0.0 ) - lerpResult74 ) ) * ( input.ase_color.g * ( pow( abs( ( texCoord52.y * 0.5 ) ) , abs( ( 1.0 - _WindPower ) ) ) * simplePerlin2D77 ) ) ) );
  3884. float3 _Vector1 = float3(0,0,0);
  3885. float4 temp_cast_8 = (_Vector1.y).xxxx;
  3886. float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 ));
  3887. float4 appendResult128 = (float4(( ( input.positionOS.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0));
  3888. float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , input.positionOS.xyz.y);
  3889. float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection );
  3890. float3 TrunkPivotBend169 = rotatedValue131;
  3891. float3 LightDetect_Output301 = (( _WorldUp )?( float3(0,1,0) ):( input.normalOS ));
  3892. output.ase_texcoord.xy = input.ase_texcoord.xy;
  3893. //setting value to unused interpolator channels and avoid initialization warnings
  3894. output.ase_texcoord.zw = 0;
  3895. #ifdef ASE_ABSOLUTE_VERTEX_POS
  3896. float3 defaultVertexValue = input.positionOS.xyz;
  3897. #else
  3898. float3 defaultVertexValue = float3(0, 0, 0);
  3899. #endif
  3900. float3 vertexValue = TrunkPivotBend169;
  3901. #ifdef ASE_ABSOLUTE_VERTEX_POS
  3902. input.positionOS.xyz = vertexValue;
  3903. #else
  3904. input.positionOS.xyz += vertexValue;
  3905. #endif
  3906. input.normalOS = LightDetect_Output301;
  3907. float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
  3908. output.positionCS = TransformWorldToHClip(positionWS);
  3909. return output;
  3910. }
  3911. #if defined(ASE_TESSELLATION)
  3912. struct VertexControl
  3913. {
  3914. float4 vertex : INTERNALTESSPOS;
  3915. float3 normalOS : NORMAL;
  3916. float4 ase_color : COLOR;
  3917. float4 ase_texcoord : TEXCOORD0;
  3918. UNITY_VERTEX_INPUT_INSTANCE_ID
  3919. };
  3920. struct TessellationFactors
  3921. {
  3922. float edge[3] : SV_TessFactor;
  3923. float inside : SV_InsideTessFactor;
  3924. };
  3925. VertexControl vert ( Attributes input )
  3926. {
  3927. VertexControl output;
  3928. UNITY_SETUP_INSTANCE_ID(input);
  3929. UNITY_TRANSFER_INSTANCE_ID(input, output);
  3930. output.vertex = input.positionOS;
  3931. output.normalOS = input.normalOS;
  3932. output.ase_color = input.ase_color;
  3933. output.ase_texcoord = input.ase_texcoord;
  3934. return output;
  3935. }
  3936. TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
  3937. {
  3938. TessellationFactors output;
  3939. float4 tf = 1;
  3940. float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
  3941. float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
  3942. #if defined(ASE_FIXED_TESSELLATION)
  3943. tf = FixedTess( tessValue );
  3944. #elif defined(ASE_DISTANCE_TESSELLATION)
  3945. tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
  3946. #elif defined(ASE_LENGTH_TESSELLATION)
  3947. tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
  3948. #elif defined(ASE_LENGTH_CULL_TESSELLATION)
  3949. tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
  3950. #endif
  3951. output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
  3952. return output;
  3953. }
  3954. [domain("tri")]
  3955. [partitioning("fractional_odd")]
  3956. [outputtopology("triangle_cw")]
  3957. [patchconstantfunc("TessellationFunction")]
  3958. [outputcontrolpoints(3)]
  3959. VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
  3960. {
  3961. return patch[id];
  3962. }
  3963. [domain("tri")]
  3964. PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
  3965. {
  3966. Attributes output = (Attributes) 0;
  3967. output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
  3968. output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
  3969. output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
  3970. output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
  3971. #if defined(ASE_PHONG_TESSELLATION)
  3972. float3 pp[3];
  3973. for (int i = 0; i < 3; ++i)
  3974. pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
  3975. float phongStrength = _TessPhongStrength;
  3976. output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
  3977. #endif
  3978. UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
  3979. return VertexFunction(output);
  3980. }
  3981. #else
  3982. PackedVaryings vert ( Attributes input )
  3983. {
  3984. return VertexFunction( input );
  3985. }
  3986. #endif
  3987. half4 frag(PackedVaryings input ) : SV_TARGET
  3988. {
  3989. SurfaceDescription surfaceDescription = (SurfaceDescription)0;
  3990. float2 uv_AlbedoMap57 = input.ase_texcoord.xy;
  3991. float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 );
  3992. float OpacityMaskOutput213 = tex2DNode57.a;
  3993. surfaceDescription.Alpha = OpacityMaskOutput213;
  3994. surfaceDescription.AlphaClipThreshold = _Cutout;
  3995. #if _ALPHATEST_ON
  3996. float alphaClipThreshold = 0.01f;
  3997. #if ALPHA_CLIP_THRESHOLD
  3998. alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
  3999. #endif
  4000. clip(surfaceDescription.Alpha - alphaClipThreshold);
  4001. #endif
  4002. half4 outColor = 0;
  4003. #ifdef SCENESELECTIONPASS
  4004. outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
  4005. #elif defined(SCENEPICKINGPASS)
  4006. outColor = _SelectionID;
  4007. #endif
  4008. return outColor;
  4009. }
  4010. ENDHLSL
  4011. }
  4012. Pass
  4013. {
  4014. Name "MotionVectors"
  4015. Tags { "LightMode"="MotionVectors" }
  4016. ColorMask RG
  4017. HLSLPROGRAM
  4018. #pragma multi_compile_local_fragment _ALPHATEST_ON
  4019. #define _NORMAL_DROPOFF_TS 1
  4020. #pragma multi_compile_instancing
  4021. #pragma multi_compile _ LOD_FADE_CROSSFADE
  4022. #define ASE_FOG 1
  4023. #define _SPECULAR_SETUP 1
  4024. #define _NORMALMAP 1
  4025. #define ASE_VERSION 19701
  4026. #define ASE_SRP_VERSION 170003
  4027. #pragma vertex vert
  4028. #pragma fragment frag
  4029. #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
  4030. #define _SPECULAR_COLOR 1
  4031. #endif
  4032. #define SHADERPASS SHADERPASS_MOTION_VECTORS
  4033. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  4034. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  4035. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  4036. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  4037. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  4038. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  4039. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  4040. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  4041. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  4042. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  4043. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  4044. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  4045. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  4046. #if defined(LOD_FADE_CROSSFADE)
  4047. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  4048. #endif
  4049. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
  4050. struct Attributes
  4051. {
  4052. float4 positionOS : POSITION;
  4053. float3 positionOld : TEXCOORD4;
  4054. #if _ADD_PRECOMPUTED_VELOCITY
  4055. float3 alembicMotionVector : TEXCOORD5;
  4056. #endif
  4057. UNITY_VERTEX_INPUT_INSTANCE_ID
  4058. };
  4059. struct PackedVaryings
  4060. {
  4061. float4 positionCS : SV_POSITION;
  4062. float4 positionCSNoJitter : TEXCOORD0;
  4063. float4 previousPositionCSNoJitter : TEXCOORD1;
  4064. UNITY_VERTEX_INPUT_INSTANCE_ID
  4065. UNITY_VERTEX_OUTPUT_STEREO
  4066. };
  4067. CBUFFER_START(UnityPerMaterial)
  4068. float4 _AlbedoColor;
  4069. float _WindDirection;
  4070. float _VertexAointensity;
  4071. float _AmbientOcclusion;
  4072. float _SmoothnessIntensity;
  4073. float _SpecularPower;
  4074. float _NormalIntensity;
  4075. float _TranslucencyPower1;
  4076. float _TranslucencyRange1;
  4077. float _TranslucencyTreeTangents;
  4078. float _AlbedoLightness;
  4079. float _LeafColorvariatoion;
  4080. float _WorldUp;
  4081. float _WorldFrequency;
  4082. float _WindScale;
  4083. float _WindPower;
  4084. float _WindAngley;
  4085. float _GlobalWindPower;
  4086. float _AmbientOcclusionIntensity;
  4087. float _Cutout;
  4088. #ifdef ASE_TRANSMISSION
  4089. float _TransmissionShadow;
  4090. #endif
  4091. #ifdef ASE_TRANSLUCENCY
  4092. float _TransStrength;
  4093. float _TransNormal;
  4094. float _TransScattering;
  4095. float _TransDirect;
  4096. float _TransAmbient;
  4097. float _TransShadow;
  4098. #endif
  4099. #ifdef ASE_TESSELLATION
  4100. float _TessPhongStrength;
  4101. float _TessValue;
  4102. float _TessMin;
  4103. float _TessMax;
  4104. float _TessEdgeLength;
  4105. float _TessMaxDisp;
  4106. #endif
  4107. CBUFFER_END
  4108. #ifdef SCENEPICKINGPASS
  4109. float4 _SelectionID;
  4110. #endif
  4111. #ifdef SCENESELECTIONPASS
  4112. int _ObjectId;
  4113. int _PassValue;
  4114. #endif
  4115. PackedVaryings VertexFunction( Attributes input )
  4116. {
  4117. PackedVaryings output = (PackedVaryings)0;
  4118. UNITY_SETUP_INSTANCE_ID(input);
  4119. UNITY_TRANSFER_INSTANCE_ID(input, output);
  4120. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  4121. #ifdef ASE_ABSOLUTE_VERTEX_POS
  4122. float3 defaultVertexValue = input.positionOS.xyz;
  4123. #else
  4124. float3 defaultVertexValue = float3(0, 0, 0);
  4125. #endif
  4126. float3 vertexValue = defaultVertexValue;
  4127. #ifdef ASE_ABSOLUTE_VERTEX_POS
  4128. input.positionOS.xyz = vertexValue;
  4129. #else
  4130. input.positionOS.xyz += vertexValue;
  4131. #endif
  4132. VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
  4133. #if defined(APLICATION_SPACE_WARP_MOTION)
  4134. // We do not need jittered position in ASW
  4135. output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));;
  4136. output.positionCS = output.positionCSNoJitter;
  4137. #else
  4138. // Jittered. Match the frame.
  4139. output.positionCS = vertexInput.positionCS;
  4140. output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS));
  4141. #endif
  4142. float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;
  4143. #if _ADD_PRECOMPUTED_VELOCITY
  4144. prevPos = prevPos - float4(input.alembicMotionVector, 0);
  4145. #endif
  4146. output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );
  4147. // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
  4148. //ApplyMotionVectorZBias( output.positionCS );
  4149. return output;
  4150. }
  4151. PackedVaryings vert ( Attributes input )
  4152. {
  4153. return VertexFunction( input );
  4154. }
  4155. half4 frag( PackedVaryings input ) : SV_Target
  4156. {
  4157. UNITY_SETUP_INSTANCE_ID(input);
  4158. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
  4159. float Alpha = 1;
  4160. float AlphaClipThreshold = 0.5;
  4161. #ifdef _ALPHATEST_ON
  4162. clip(Alpha - AlphaClipThreshold);
  4163. #endif
  4164. #if defined(LOD_FADE_CROSSFADE)
  4165. LODFadeCrossFade( input.positionCS );
  4166. #endif
  4167. #if defined(APLICATION_SPACE_WARP_MOTION)
  4168. return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
  4169. #else
  4170. return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
  4171. #endif
  4172. }
  4173. ENDHLSL
  4174. }
  4175. }
  4176. CustomEditor "UnityEditor.ShaderGraphLitGUI"
  4177. FallBack "Hidden/Shader Graph/FallbackError"
  4178. Fallback Off
  4179. }
  4180. /*ASEBEGIN
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  4338. Node;AmplifyShaderEditor.LightColorNode;325;-5456,3184;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
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  4340. Node;AmplifyShaderEditor.WireNode;327;-5488,3104;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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  4365. Node;AmplifyShaderEditor.GetLocalVarNode;205;-352,-192;Inherit;False;204;AlbedoOutput;1;0;OBJECT;;False;1;COLOR;0
  4366. Node;AmplifyShaderEditor.ColorNode;99;-2577.312,-351.4217;Inherit;False;Property;_AlbedoColor;Albedo Color;1;1;[Header];Create;True;1;(Albedo);0;0;False;0;False;1,1,1,0;1,1,1,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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  4369. Node;AmplifyShaderEditor.SamplerNode;44;-3152,336;Inherit;True;Property;_MaskMap;Mask Map;10;2;[Header];[NoScaleOffset];Create;True;1;(Mask);0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
  4370. Node;AmplifyShaderEditor.RangedFloatNode;338;-1216,2832;Inherit;False;Property;_SpecularPower;Specular Power;11;1;[Header];Create;True;1;(Specular);0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
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