Shader "Amazing Assets/Terrain To Mesh/Splatmap" { Properties { //[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) //Terrain To Mesh Properties///////////////////////////////////////////////////////////////////////////////////////////////////////// [HideInInspector] [TerrainToMeshLayerCounter] _T2M_Layer_Count ("Layer Count", float) = 0 [Space] [HideInInspector] [NoScaleOffset] _T2M_SplatMap_0 ("Splat Map #10 (RGBA)", 2D) = "black" {} [HideInInspector] _T2M_Layer_0_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_0_Diffuse ("Paint Map 1 (R)", 2D) = "white" {} [HideInInspector] _T2M_Layer_0_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_0_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_0_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_0_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_0_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_0_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_0_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_0_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_0_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_1_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_1_Diffuse ("Paint Map 1 (R)", 2D) = "white" {} [HideInInspector] _T2M_Layer_1_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_1_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_1_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_1_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_1_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_1_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_1_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_1_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_1_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_2_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_2_Diffuse ("Paint Map 2 (G)", 2D) = "white" {} [HideInInspector] _T2M_Layer_2_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_2_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_2_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_2_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_2_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_2_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_2_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_2_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_2_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_3_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_3_Diffuse ("Paint Map 3 (B)", 2D) = "white" {} [HideInInspector] _T2M_Layer_3_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_3_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_3_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_3_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_3_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_3_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_3_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_3_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_3_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_SplatMap_1 ("Splat Map #1 (RGBA)", 2D) = "black" {} [HideInInspector] _T2M_Layer_4_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_4_Diffuse ("Paint Map 4 (A)", 2D) = "white" {} [HideInInspector] _T2M_Layer_4_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_4_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_4_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_4_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_4_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_4_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_4_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_4_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_4_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_5_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_5_Diffuse ("Paint Map 5 (R)", 2D) = "white" {} [HideInInspector] _T2M_Layer_5_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_5_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_5_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_5_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_5_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_5_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_5_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_5_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_5_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_6_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_6_Diffuse ("Paint Map 6 (G)", 2D) = "white" {} [HideInInspector] _T2M_Layer_6_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_6_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_6_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_6_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_6_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_6_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_6_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_6_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_6_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_7_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_7_Diffuse ("Paint Map 7 (B)", 2D) = "white" {} [HideInInspector] _T2M_Layer_7_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_7_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_7_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_7_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_7_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_7_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_7_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_7_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_7_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_SplatMap_2 ("Splat Map #2 (RGBA)", 2D) = "black" {} [HideInInspector] _T2M_Layer_8_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_8_Diffuse ("Paint Map 8 (A)", 2D) = "white" {} [HideInInspector] _T2M_Layer_8_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_8_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_8_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_8_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_8_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_8_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_8_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_8_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_8_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_9_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_9_Diffuse ("Paint Map 9 (R)", 2D) = "white" {} [HideInInspector] _T2M_Layer_9_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_9_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_9_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_9_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_9_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_9_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_9_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_9_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_9_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_10_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_10_Diffuse ("Paint Map 10 (G)", 2D) = "white" {} [HideInInspector] _T2M_Layer_10_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_10_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_10_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_10_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_10_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_10_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_10_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_10_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_10_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_11_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_11_Diffuse ("Paint Map 11 (B)", 2D) = "white" {} [HideInInspector] _T2M_Layer_11_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_11_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_11_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_11_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_11_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_11_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_11_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_11_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_11_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_SplatMap_3 ("Splat Map #3 (RGBA)", 2D) = "black" {} [HideInInspector] _T2M_Layer_12_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_12_Diffuse ("Paint Map 12 (A)", 2D) = "white" {} [HideInInspector] _T2M_Layer_12_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_12_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_12_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_12_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_12_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_12_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_12_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_12_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_12_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_13_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_13_Diffuse ("Paint Map 13 (R)", 2D) = "white" {} [HideInInspector] _T2M_Layer_13_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_13_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_13_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_13_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_13_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_13_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_13_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_13_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_13_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_14_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_14_Diffuse ("Paint Map 14 (G)", 2D) = "white" {} [HideInInspector] _T2M_Layer_14_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_14_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_14_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_14_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_14_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_14_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_14_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_14_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_14_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) [HideInInspector] _T2M_Layer_15_ColorTint ("Color Tint", Color) = (1, 1, 1, 1) [HideInInspector] [NoScaleOffset] _T2M_Layer_15_Diffuse ("Paint Map 15 (B)", 2D) = "white" {} [HideInInspector] _T2M_Layer_15_NormalScale("Strength", float) = 1 [HideInInspector] [NoScaleOffset] _T2M_Layer_15_NormalMap("Bump", 2D) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_Layer_15_Mask ("Mask", 2D) = "white" {} [HideInInspector] _T2M_Layer_15_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0) [HideInInspector] _T2M_Layer_15_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_15_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0) [HideInInspector] _T2M_Layer_15_SmoothnessFromDiffuseAlpha("", float) = 0 [HideInInspector] _T2M_Layer_15_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0) [HideInInspector] _T2M_Layer_15_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1) //Texture 2D Array [HideInInspector] [NoScaleOffset] _T2M_SplatMaps2DArray("SplatMaps 2D Array", 2DArray) = "black" {} [HideInInspector] [NoScaleOffset] _T2M_DiffuseMaps2DArray("DiffuseMaps 2D Array", 2DArray) = "white" {} [HideInInspector] [NoScaleOffset] _T2M_NormalMaps2DArray("NormalMaps 2D Array", 2DArray) = "bump" {} [HideInInspector] [NoScaleOffset] _T2M_MaskMaps2DArray("MaskMaps 2D Array", 2DArray) = "white" {} //Holesmap [HideInInspector] [NoScaleOffset] _T2M_HolesMap ("Holes Map", 2D) = "white" {} //Fallback use only [HideInInspector] _Color("Color", Color) = (1, 1, 1, 1) //Not used [HideInInspector] [NoScaleOffset] _BaseMap("Fallback Diffuse", 2D) = "white" {} [HideInInspector] [NoScaleOffset] _BumpMap("Fallback Normal", 2D) = "bump" {} ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0 [HideInInspector]_QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Lit" "Queue"="Geometry" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalLitSubTarget" } Pass { Name "Universal Forward" Tags { "LightMode" = "UniversalForward" } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_FORWARD #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; float3 interp1 : INTERP1; float4 interp2 : INTERP2; float4 interp3 : INTERP3; float3 interp4 : INTERP4; float2 interp5 : INTERP5; float2 interp6 : INTERP6; float3 interp7 : INTERP7; float4 interp8 : INTERP8; float4 interp9 : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.positionWS; output.interp1.xyz = input.normalWS; output.interp2.xyzw = input.tangentWS; output.interp3.xyzw = input.texCoord0; output.interp4.xyz = input.viewDirectionWS; #if defined(LIGHTMAP_ON) output.interp5.xy = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.interp6.xy = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.interp7.xyz = input.sh; #endif output.interp8.xyzw = input.fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.interp9.xyzw = input.shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.positionWS = input.interp0.xyz; output.normalWS = input.interp1.xyz; output.tangentWS = input.interp2.xyzw; output.texCoord0 = input.interp3.xyzw; output.viewDirectionWS = input.interp4.xyz; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.interp5.xy; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.interp6.xy; #endif #if !defined(LIGHTMAP_ON) output.sh = input.interp7.xyz; #endif output.fogFactorAndVertexLight = input.interp8.xyzw; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.interp9.xyzw; #endif #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float Smoothness; float Occlusion; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; surface.Emission = float3(0, 0, 0); surface.Metallic = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; surface.Smoothness = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; surface.Occlusion = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode" = "UniversalGBuffer" } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ DEBUG_DISPLAY // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_GBUFFER #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; float3 interp1 : INTERP1; float4 interp2 : INTERP2; float4 interp3 : INTERP3; float3 interp4 : INTERP4; float2 interp5 : INTERP5; float2 interp6 : INTERP6; float3 interp7 : INTERP7; float4 interp8 : INTERP8; float4 interp9 : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.positionWS; output.interp1.xyz = input.normalWS; output.interp2.xyzw = input.tangentWS; output.interp3.xyzw = input.texCoord0; output.interp4.xyz = input.viewDirectionWS; #if defined(LIGHTMAP_ON) output.interp5.xy = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.interp6.xy = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.interp7.xyz = input.sh; #endif output.interp8.xyzw = input.fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.interp9.xyzw = input.shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.positionWS = input.interp0.xyz; output.normalWS = input.interp1.xyz; output.tangentWS = input.interp2.xyzw; output.texCoord0 = input.interp3.xyzw; output.viewDirectionWS = input.interp4.xyz; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.interp5.xy; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.interp6.xy; #endif #if !defined(LIGHTMAP_ON) output.sh = input.interp7.xyz; #endif output.fogFactorAndVertexLight = input.interp8.xyzw; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.interp9.xyzw; #endif #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float Smoothness; float Occlusion; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; surface.Emission = float3(0, 0, 0); surface.Metallic = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; surface.Smoothness = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; surface.Occlusion = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull Back ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.normalWS = input.interp0.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull Back ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // Render State Cull Back ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHNORMALS /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; float4 tangentWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; float4 interp1 : INTERP1; float4 interp2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.normalWS; output.interp1.xyzw = input.tangentWS; output.interp2.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.normalWS = input.interp0.xyz; output.tangentWS = input.interp1.xyzw; output.texCoord0 = input.interp2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 NormalTS; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature _ EDITOR_VISUALIZATION // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_META #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; float4 texCoord1; float4 texCoord2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : INTERP0; float4 interp1 : INTERP1; float4 interp2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; output.interp1.xyzw = input.texCoord1; output.interp2.xyzw = input.texCoord2; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.interp0.xyzw; output.texCoord1 = input.interp1.xyzw; output.texCoord2 = input.interp2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 Emission; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; surface.Emission = float3(0, 0, 0); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } // Render State Cull Back // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { // Name: Tags { "LightMode" = "Universal2D" } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_2D /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.interp0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Lit" "Queue"="Geometry" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalLitSubTarget" } Pass { Name "Universal Forward" Tags { "LightMode" = "UniversalForward" } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_FORWARD #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; float3 interp1 : INTERP1; float4 interp2 : INTERP2; float4 interp3 : INTERP3; float3 interp4 : INTERP4; float2 interp5 : INTERP5; float2 interp6 : INTERP6; float3 interp7 : INTERP7; float4 interp8 : INTERP8; float4 interp9 : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.positionWS; output.interp1.xyz = input.normalWS; output.interp2.xyzw = input.tangentWS; output.interp3.xyzw = input.texCoord0; output.interp4.xyz = input.viewDirectionWS; #if defined(LIGHTMAP_ON) output.interp5.xy = input.staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) output.interp6.xy = input.dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) output.interp7.xyz = input.sh; #endif output.interp8.xyzw = input.fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.interp9.xyzw = input.shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.positionWS = input.interp0.xyz; output.normalWS = input.interp1.xyz; output.tangentWS = input.interp2.xyzw; output.texCoord0 = input.interp3.xyzw; output.viewDirectionWS = input.interp4.xyz; #if defined(LIGHTMAP_ON) output.staticLightmapUV = input.interp5.xy; #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV = input.interp6.xy; #endif #if !defined(LIGHTMAP_ON) output.sh = input.interp7.xyz; #endif output.fogFactorAndVertexLight = input.interp8.xyzw; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = input.interp9.xyzw; #endif #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float Smoothness; float Occlusion; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; surface.Emission = float3(0, 0, 0); surface.Metallic = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; surface.Smoothness = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; surface.Occlusion = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull Back ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.normalWS = input.interp0.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull Back ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // Render State Cull Back ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHNORMALS /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; float4 tangentWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; float4 interp1 : INTERP1; float4 interp2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.normalWS; output.interp1.xyzw = input.tangentWS; output.interp2.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.normalWS = input.interp0.xyz; output.tangentWS = input.interp1.xyzw; output.texCoord0 = input.interp2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 NormalTS; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature _ EDITOR_VISUALIZATION // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_META #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; float4 texCoord1; float4 texCoord2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : INTERP0; float4 interp1 : INTERP1; float4 interp2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; output.interp1.xyzw = input.texCoord1; output.interp2.xyzw = input.texCoord2; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.interp0.xyzw; output.texCoord1 = input.interp1.xyzw; output.texCoord2 = input.interp2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 Emission; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; surface.Emission = float3(0, 0, 0); return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } // Render State Cull Back // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { // Name: Tags { "LightMode" = "Universal2D" } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 3.5 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_2D /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.interp0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) CBUFFER_END // Object and Global properties // Graph Includes //Curved World //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Terrain To Mesh Keywords////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY #pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16 #pragma shader_feature_local _T2M_LAYER_0_NORMAL #pragma shader_feature_local _T2M_LAYER_1_NORMAL #pragma shader_feature_local _T2M_LAYER_2_NORMAL #pragma shader_feature_local _T2M_LAYER_3_NORMAL #pragma shader_feature_local _T2M_LAYER_4_NORMAL #pragma shader_feature_local _T2M_LAYER_5_NORMAL #pragma shader_feature_local _T2M_LAYER_6_NORMAL #pragma shader_feature_local _T2M_LAYER_7_NORMAL #pragma shader_feature_local _T2M_LAYER_8_NORMAL #pragma shader_feature_local _T2M_LAYER_9_NORMAL #pragma shader_feature_local _T2M_LAYER_10_NORMAL #pragma shader_feature_local _T2M_LAYER_11_NORMAL #pragma shader_feature_local _T2M_LAYER_12_NORMAL #pragma shader_feature_local _T2M_LAYER_13_NORMAL #pragma shader_feature_local _T2M_LAYER_14_NORMAL #pragma shader_feature_local _T2M_LAYER_15_NORMAL #pragma shader_feature_local _T2M_LAYER_0_MASK #pragma shader_feature_local _T2M_LAYER_1_MASK #pragma shader_feature_local _T2M_LAYER_2_MASK #pragma shader_feature_local _T2M_LAYER_3_MASK #pragma shader_feature_local _T2M_LAYER_4_MASK #pragma shader_feature_local _T2M_LAYER_5_MASK #pragma shader_feature_local _T2M_LAYER_6_MASK #pragma shader_feature_local _T2M_LAYER_7_MASK #pragma shader_feature_local _T2M_LAYER_8_MASK #pragma shader_feature_local _T2M_LAYER_9_MASK #pragma shader_feature_local _T2M_LAYER_10_MASK #pragma shader_feature_local _T2M_LAYER_11_MASK #pragma shader_feature_local _T2M_LAYER_12_MASK #pragma shader_feature_local _T2M_LAYER_13_MASK #pragma shader_feature_local _T2M_LAYER_14_MASK #pragma shader_feature_local _T2M_LAYER_15_MASK ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define TERRAIN_TO_MESH_NEED_NORMAL #define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION #include "Splatmap.cginc" // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4); description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0; description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2; float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5; float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6; SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6); surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } } CustomEditorForRenderPipeline "AmazingAssets.TerrainToMesh.Editor.SplatmapShaderGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset" CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" FallBack "Hidden/Amazing Assets/Terrain To Mesh/Fallback/Splatmap" }