Shader "Bamboo/WetObjectOpaqueLite" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [Space(35)][Header(Main Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0) _Color("Color", Color) = (1,1,1,0) [Toggle]_InvertABaseColor("Invert Alpha", Float) = 0 _BaseMap("Base Color -->(Mask A)", 2D) = "white" {} _Saturation("Saturation", Float) = 0 _Brightness("Brightness", Range( 1 , 8)) = 1 [Space(35)]_BumpMap("Normal Map", 2D) = "bump" {} _BumpScale("Normal Intensity", Float) = 0.3 [Space(35)]_MetallicGlossMapMAHS("Mask Map -->M(R) - Ao(G) - H(B) - S(A)", 2D) = "white" {} _Metallic("Metallic", Range( 0 , 2)) = 0 _Glossiness("Smoothness", Range( 0 , 2)) = 0.5 [Space(15)]_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0 _AoIntensity("Ao Intensity", Range( 0 , 2)) = 0 [HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0) _EmissionMap("Emission Map", 2D) = "white" {} _EmissionIntensity("Intensity", Range( 0 , 2)) = 1 [Space(35)][Header(Rain Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_GradientTexRain1("Gradient Tex --> DropLRamp(R) DropFade(G) DripLRamp(B) DripLMask(A) ", 2D) = "white" {} [Space(15)][KeywordEnum(Additive,Lighten)] _BlendingModeDrops("Blending Mode", Float) = 0 _NormalDrop("Normal Drop", Float) = 1 _SmoothnessDrop("Smoothness Drop", Range( 0 , 1)) = 0.2 [Space(15)][Header(__________ Rain Drops __________)][Space(15)]_Intensity("Intensity", Range( 0 , 1)) = 1 _Tiling("Tiling", Float) = 5 _SplashSpeed("Splash Speed", Range( 0 , 1)) = 0.1 [Space(10)]_Size("Size", Range( 0 , 1)) = 0.5 _DotFalloff("Falloff", Range( 0 , 1)) = 1 _Noisescale("Noise scale", Float) = 5 [Space(15)][Header(Drop Top)][Toggle]_UseBaseColorAlphaMaskTop("Use BaseColor Alpha Mask", Float) = 0 _DropTopIntensity("Intensity", Range( 0 , 1)) = 1 [Space(15)][Header(Drop Side)][Toggle]_EnableDropSide("Enable", Float) = 0 [Space(10)][Toggle]_UseBaseColorAlphaMaskSide("Use BaseColor Alpha Mask", Float) = 0 _DropSideIntensity("Intensity", Range( 0 , 1)) = 1 [Space(35)][Header(__________ Rain Drip Line __________)][Space(15)]_Amount("Amount", Float) = 8 [Toggle]_UseBaseColorAlphaMaskSide1("Use BaseColor Alpha Mask", Float) = 0 [Space(10)]_IntensityDripLine("Intensity", Range( 0 , 3)) = 2 [Space(15)]_DripLineContrast("Contrast ", Float) = 1 _TilingHorizontal("Tiling Horizontal", Float) = 1 _TilingVertical("Tiling Vertical", Float) = 1 [Space(15)]_DripLineSpeed("Speed", Float) = 1 _RandomMax("Range Speed", Range( 0.1 , 10)) = 0.3 _RandomPosition("Random Position", Float) = 1 [Space(15)][Header(Trail of drop)][Toggle(_ENABLETRAILOFDROP_ON)] _EnableTrailOfDrop("Enable", Float) = 0 [Space(10)]_TrailDropContrast("Contrast ", Float) = 1 _TrailDropTiling("Tiling", Float) = 40 [Space(10)]_TrailDropSpeed("Speed", Float) = 0.2 _TrailDropSize("Shrink", Float) = 4 [Space(25)][Toggle]_EnableRandomMask("Enable Random Mask", Float) = 0 _GrowMask("Grow Mask", Range( 1 , 10)) = 1 [Toggle]_EnableProjectionGrid("Enable Projection Grid", Float) = 0 [Space(45)][Header(Reflection Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_ColorCubemap1("Color ", Color) = (1,1,1,1) [HDR]_Cubemap("Cubemap", CUBE) = "black" {} [Space(10)]_ReflectionIntensity("Intensity", Range( 0 , 10)) = 0.2 _BlurReflection("Blur", Range( 0 , 7)) = 0.5 [KeywordEnum(All,RainDrops,DropOnly,DripLineOnly)] _Reflected("Reflected", Float) = 0 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } Cull Back AlphaToMask Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma vertex vert #pragma fragment frag #define SHADERPASS_FORWARD #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/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma shader_feature_local _ENABLETRAILOFDROP_ON #pragma shader_feature_local _REFLECTED_ALL _REFLECTED_RAINDROPS _REFLECTED_DROPONLY _REFLECTED_DRIPLINEONLY #pragma shader_feature_local _BLENDINGMODEDROPS_ADDITIVE _BLENDINGMODEDROPS_LIGHTEN struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _Color; float4 _BaseMap_ST; float4 _GlobalXYTilingXYZWOffsetXY; float4 _MetallicGlossMapMAHS_ST; float4 _ColorCubemap1; float4 _EmissionMap_ST; float4 _BumpMap_ST; float _DripLineSpeed; float _TilingVertical; float _TrailDropContrast; float _TrailDropTiling; float _TrailDropSpeed; float _TrailDropSize; float _IntensityDripLine; float _Brightness; float _BumpScale; float _RandomMax; float _EmissionIntensity; float _BlurReflection; float _ReflectionIntensity; float _Metallic; float _Glossiness; float _NormalDrop; float _GrowMask; float _TilingHorizontal; float _EnableProjectionGrid; float _Parallax; float _Saturation; float _SplashSpeed; float _Tiling; float _Noisescale; float _Size; float _DotFalloff; float _Intensity; float _EnableDropSide; float _UseBaseColorAlphaMaskTop; float _DropTopIntensity; float _InvertABaseColor; float _UseBaseColorAlphaMaskSide; float _DropSideIntensity; float _EnableRandomMask; float _UseBaseColorAlphaMaskSide1; float _DripLineContrast; float _Amount; float _SmoothnessDrop; float _RandomPosition; float _AoIntensity; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BaseMap; sampler2D _MetallicGlossMapMAHS; sampler2D _GradientTexRain1; sampler2D _BumpMap; sampler2D _EmissionMap; samplerCUBE _Cubemap; inline float2 ParallaxOffset( half h, half height, half3 viewDir ) { h = h * height - height/2.0; float3 v = normalize( viewDir ); v.z += 0.42; return h* (v.xy / v.z); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } float2 voronoihash58_g879( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi58_g879( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash58_g879( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float2 voronoihash48_g880( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi48_g880( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash48_g880( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.707 * sqrt(dot( r, r )); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif , FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 uv_BaseMap = IN.ase_texcoord7.xyz.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; float2 break26_g818 = uv_BaseMap; float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 ); float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 ); float2 appendResult14_g818 = (float2(( break26_g818.x * GlobalTilingX11 ) , ( break26_g818.y * GlobalTilingY8 ))); float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z; float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w; float2 appendResult13_g818 = (float2(( break26_g818.x + GlobalOffsetX10 ) , ( break26_g818.y + GlobalOffsetY9 ))); float2 uv_MetallicGlossMapMAHS = IN.ase_texcoord7.xyz.xy * _MetallicGlossMapMAHS_ST.xy + _MetallicGlossMapMAHS_ST.zw; float2 break26_g622 = uv_MetallicGlossMapMAHS; float2 appendResult14_g622 = (float2(( break26_g622.x * GlobalTilingX11 ) , ( break26_g622.y * GlobalTilingY8 ))); float2 appendResult13_g622 = (float2(( break26_g622.x + GlobalOffsetX10 ) , ( break26_g622.y + GlobalOffsetY9 ))); float4 tex2DNode3_g621 = tex2D( _MetallicGlossMapMAHS, ( ( appendResult14_g622 + appendResult13_g622 ) + float2( 0,0 ) ) ); float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 ase_tanViewDir = tanToWorld0 * WorldViewDirection.x + tanToWorld1 * WorldViewDirection.y + tanToWorld2 * WorldViewDirection.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 paralaxOffset38_g621 = ParallaxOffset( tex2DNode3_g621.b , _Parallax , ase_tanViewDir ); float2 switchResult37_g621 = (((ase_vface>0)?(paralaxOffset38_g621):(0.0))); float2 Parallaxe494 = switchResult37_g621; float4 tex2DNode7_g817 = tex2D( _BaseMap, ( ( appendResult14_g818 + appendResult13_g818 ) + Parallaxe494 ) ); float clampResult27_g817 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor29_g817 = ( _Color * tex2DNode7_g817 ).rgb; float desaturateDot29_g817 = dot( desaturateInitialColor29_g817, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar29_g817 = lerp( desaturateInitialColor29_g817, desaturateDot29_g817.xxx, -clampResult27_g817 ); float4 temp_output_819_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g817 , 0.0 )); float4 Albedo26 = temp_output_819_0; float3 surf_pos107_g893 = WorldPosition; float3 surf_norm107_g893 = WorldNormal; float2 temp_cast_3 = (_SplashSpeed).xx; float time58_g879 = ( 1.0 * 0.001 ); float2 voronoiSmoothId0 = 0; float2 texCoord55_g879 = IN.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_577_0 = ( _Noisescale * 100.0 ); float clampResult962 = clamp( temp_output_577_0 , 0.0 , 10000.0 ); float time877 = 0.0; float2 texCoord576 = IN.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 ); float2 coords877 = texCoord576 * clampResult962; float2 id877 = 0; float2 uv877 = 0; float fade877 = 0.5; float voroi877 = 0; float rest877 = 0; for( int it877 = 0; it877 <3; it877++ ){ voroi877 += fade877 * voronoi877( coords877, time877, id877, uv877, 0,voronoiSmoothId0 ); rest877 += fade877; coords877 *= 2; fade877 *= 0.5; }//Voronoi877 voroi877 /= rest877; float Noise588 = ( voroi877 * 0.005 ); float4 temp_cast_5 = (Noise588).xxxx; float2 coords58_g879 = ( float4( texCoord55_g879, 0.0 , 0.0 ) + temp_cast_5 ).xy * _Tiling; float2 id58_g879 = 0; float2 uv58_g879 = 0; float fade58_g879 = 0.5; float voroi58_g879 = 0; float rest58_g879 = 0; for( int it58_g879 = 0; it58_g879 <2; it58_g879++ ){ voroi58_g879 += fade58_g879 * voronoi58_g879( coords58_g879, time58_g879, id58_g879, uv58_g879, 0,voronoiSmoothId0 ); rest58_g879 += fade58_g879; coords58_g879 *= 2; fade58_g879 *= 0.5; }//Voronoi58_g879 voroi58_g879 /= rest58_g879; float2 myVarName60_g879 = id58_g879; float2 panner63_g879 = ( 1.0 * _Time.y * temp_cast_3 + ( step( voroi58_g879 , 0.1 ) * myVarName60_g879 )); float temp_output_79_0_g879 = (0.0 + (_Size - 0.0) * (0.05 - 0.0) / (1.0 - 0.0)); float temp_output_120_0_g879 = saturate( ( step( voroi58_g879 , temp_output_79_0_g879 ) * ( 1.0 - ( voroi58_g879 * temp_output_79_0_g879 * (1.0 + (_DotFalloff - 0.0) * (500.0 - 1.0) / (1.0 - 0.0)) ) ) ) ); float MaskWorldY589 = WorldNormal.y; float temp_output_667_0 = ( MaskWorldY589 * _DropTopIntensity ); float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g817.a ) ):( tex2DNode7_g817.a )); float3 temp_cast_7 = (0.5).xxx; float3 break580 = ( abs( WorldNormal ) - temp_cast_7 ); float MaskWorldX585 = break580.x; float MaskWorldZ583 = break580.z; float blendOpSrc598 = MaskWorldX585; float blendOpDest598 = MaskWorldZ583; float temp_output_599_0 = ( ( saturate( max( blendOpSrc598, blendOpDest598 ) )) * _DropSideIntensity ); float blendOpSrc603 = (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 )); float blendOpDest603 = (( _UseBaseColorAlphaMaskSide )?( ( temp_output_599_0 * BaseColorAlpha46 ) ):( temp_output_599_0 )); float clampResult605 = clamp( ( ( saturate( ( tex2D( _GradientTexRain1, panner63_g879 ).g * temp_output_120_0_g879 ) ) * _Intensity ) * (( _EnableDropSide )?( ( saturate( max( blendOpSrc603, blendOpDest603 ) )) ):( (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 )) )) ) , 0.0 , 1.0 ); float RainDrops606 = clampResult605; float4 temp_cast_8 = (RainDrops606).xxxx; float clampResult243_g880 = clamp( _DripLineContrast , 0.0 , 100.0 ); float4 transform13_g880 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord8.xyz , 0.0 )); float4 appendResult16_g880 = (float4(transform13_g880.z , transform13_g880.y , 0.0 , 0.0)); float clampResult5_g880 = clamp( _Amount , 8.0 , 1000.0 ); float2 _Globaltiling = float2(1,1); float4 XProjectionAmount23_g880 = ( appendResult16_g880 * ( clampResult5_g880 * ( _Globaltiling.y * _TilingHorizontal ) ) ); float RandomPosition25_g880 = _RandomPosition; float simplePerlin2D46_g880 = snoise( ( floor( XProjectionAmount23_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*RandomPosition25_g880 ); simplePerlin2D46_g880 = simplePerlin2D46_g880*0.5 + 0.5; float temp_output_240_0_g880 = (1.0 + (_GrowMask - 1.0) * (50.0 - 1.0) / (10.0 - 1.0)); float temp_output_83_0_g880 = round( ( pow( simplePerlin2D46_g880 , 2.0 ) * temp_output_240_0_g880 ) ); float RF_RandomMin66_g880 = 0.05; float RF_Random65_g880 = (0.05 + (_RandomMax - 0.1) * (1.0 - 0.05) / (1.0 - 0.1)); float2 appendResult88_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880)); float4 appendResult99_g880 = (float4(temp_output_83_0_g880 , appendResult88_g880 , 0.0)); float4 break104_g880 = appendResult99_g880; float lerpResult117_g880 = lerp( break104_g880.y , break104_g880.z , pow( simplePerlin2D46_g880 , 2.0 )); float RF_Timespeed77_g880 = _DripLineSpeed; float mulTime105_g880 = _TimeParameters.x * -RF_Timespeed77_g880; float4 XProjection98_g880 = appendResult16_g880; float3 temp_output_106_0_g880 = ( float3(0,-1,0) * _TilingVertical ); float4 tex2DNode147_g880 = tex2D( _GradientTexRain1, ( ( lerpResult117_g880 * ( mulTime105_g880 + pow( simplePerlin2D46_g880 , 2.0 ) ) ) + ( XProjection98_g880 * float4( temp_output_106_0_g880 , 0.0 ) ) ).xy ); float4 temp_cast_14 = (tex2DNode147_g880.r).xxxx; float4 temp_cast_15 = (MaskWorldX585).xxxx; float4 InputMaskWorldX199_g880 = temp_cast_15; float4 temp_output_168_0_g880 = ( CalculateContrast(clampResult243_g880,temp_cast_14) * InputMaskWorldX199_g880 * clampResult243_g880 ); float4 clampResult173_g880 = clamp( temp_output_168_0_g880 , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float clampResult156_g880 = clamp( (-1.0 + (_TrailDropContrast - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) , -1.0 , 100.0 ); float mulTime40_g880 = _TimeParameters.x * _TrailDropSpeed; float time48_g880 = mulTime40_g880; float2 texCoord41_g880 = IN.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 ); float2 coords48_g880 = texCoord41_g880 * _TrailDropTiling; float2 id48_g880 = 0; float2 uv48_g880 = 0; float fade48_g880 = 0.5; float voroi48_g880 = 0; float rest48_g880 = 0; for( int it48_g880 = 0; it48_g880 <2; it48_g880++ ){ voroi48_g880 += fade48_g880 * voronoi48_g880( coords48_g880, time48_g880, id48_g880, uv48_g880, 0,voronoiSmoothId0 ); rest48_g880 += fade48_g880; coords48_g880 *= 2; fade48_g880 *= 0.5; }//Voronoi48_g880 voroi48_g880 /= rest48_g880; float temp_output_52_0_g880 = ( voroi48_g880 * (2.0 + (_TrailDropSize - 0.0) * (4.0 - 2.0) / (1.0 - 0.0)) ); float temp_output_72_0_g880 = ( step( voroi48_g880 , temp_output_52_0_g880 ) * ( 1.0 - temp_output_52_0_g880 ) ); float blendOpSrc112_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a; float blendOpDest112_g880 = ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 ); #ifdef _ENABLETRAILOFDROP_ON float staticSwitch129_g880 = ( blendOpSrc112_g880 + blendOpDest112_g880 ); #else float staticSwitch129_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a; #endif float4 XTrailOfDrop161_g880 = saturate( ( staticSwitch129_g880 * _IntensityDripLine * InputMaskWorldX199_g880 ) ); float4 blendOpSrc177_g880 = clampResult173_g880; float4 blendOpDest177_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode147_g880.b * InputMaskWorldX199_g880 )) * XTrailOfDrop161_g880 ); #ifdef _ENABLETRAILOFDROP_ON float4 staticSwitch235_g880 = ( blendOpSrc177_g880 + blendOpDest177_g880 ); #else float4 staticSwitch235_g880 = clampResult173_g880; #endif float4 appendResult17_g880 = (float4(transform13_g880.x , transform13_g880.y , 0.0 , 0.0)); float4 ZProjection97_g880 = appendResult17_g880; float4 ZProjectionAmount22_g880 = ( appendResult17_g880 * ( ( _Globaltiling.y * _TilingHorizontal ) * clampResult5_g880 ) ); float simplePerlin2D49_g880 = snoise( ( floor( ZProjectionAmount22_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*( RandomPosition25_g880 + 0.5 ) ); simplePerlin2D49_g880 = simplePerlin2D49_g880*0.5 + 0.5; float temp_output_80_0_g880 = round( ( pow( simplePerlin2D49_g880 , 2.0 ) * temp_output_240_0_g880 ) ); float2 appendResult85_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880)); float4 appendResult101_g880 = (float4(temp_output_80_0_g880 , appendResult85_g880 , 0.0)); float4 break110_g880 = appendResult101_g880; float lerpResult121_g880 = lerp( break110_g880.y , break110_g880.z , pow( simplePerlin2D49_g880 , 2.0 )); float mulTime109_g880 = _TimeParameters.x * -RF_Timespeed77_g880; float4 tex2DNode152_g880 = tex2D( _GradientTexRain1, ( ( float4( temp_output_106_0_g880 , 0.0 ) * ZProjection97_g880 ) + ( lerpResult121_g880 * ( mulTime109_g880 + pow( simplePerlin2D49_g880 , 2.0 ) ) ) ).xy ); float4 temp_cast_26 = (tex2DNode152_g880.r).xxxx; float4 temp_cast_27 = (MaskWorldZ583).xxxx; float4 InputMaskWorldZ205_g880 = temp_cast_27; float4 clampResult175_g880 = clamp( ( CalculateContrast(clampResult243_g880,temp_cast_26) * InputMaskWorldZ205_g880 * clampResult243_g880 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float blendOpSrc118_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a; float blendOpDest118_g880 = ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 ); #ifdef _ENABLETRAILOFDROP_ON float staticSwitch124_g880 = ( blendOpSrc118_g880 + blendOpDest118_g880 ); #else float staticSwitch124_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a; #endif float4 ZTrailOfDrop157_g880 = saturate( ( staticSwitch124_g880 * _IntensityDripLine * InputMaskWorldZ205_g880 ) ); float4 blendOpSrc179_g880 = clampResult175_g880; float4 blendOpDest179_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode152_g880.b * InputMaskWorldZ205_g880 )) * ZTrailOfDrop157_g880 ); float4 blendOpSrc186_g880 = staticSwitch235_g880; float4 blendOpDest186_g880 = ( saturate( ( blendOpSrc179_g880 + blendOpDest179_g880 ) )); float4 blendOpSrc185_g880 = saturate( ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldX199_g880 ) ); float4 blendOpDest185_g880 = saturate( ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldZ205_g880 ) ); float4 blendOpSrc188_g880 = InputMaskWorldX199_g880; float4 blendOpDest188_g880 = InputMaskWorldZ205_g880; float4 temp_cast_37 = (MaskWorldY589).xxxx; float4 InputMaskWorldY207_g880 = temp_cast_37; float4 blendOpSrc190_g880 = ( saturate( max( blendOpSrc188_g880, blendOpDest188_g880 ) )); float4 blendOpDest190_g880 = ( InputMaskWorldY207_g880 * 2.0 ); float4 clampResult192_g880 = clamp( ( ( ( saturate( ( blendOpSrc186_g880 + blendOpDest186_g880 ) )) * ( saturate( max( blendOpSrc185_g880, blendOpDest185_g880 ) )) ) * ( saturate( max( blendOpSrc190_g880, blendOpDest190_g880 ) )) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 blendOpSrc226_g880 = ( temp_output_83_0_g880 * InputMaskWorldX199_g880 ); float4 blendOpDest226_g880 = ( temp_output_80_0_g880 * InputMaskWorldZ205_g880 ); float4 temp_output_226_0_g880 = ( saturate( max( blendOpSrc226_g880, blendOpDest226_g880 ) )); float4 MaskRandom231_g880 = ( temp_output_226_0_g880 + temp_output_226_0_g880 ); float4 RainDropsFalling766 = (( _EnableRandomMask )?( ( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) * MaskRandom231_g880 ) ):( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) )); float4 blendOpSrc772 = temp_cast_8; float4 blendOpDest772 = RainDropsFalling766; float height107_g893 = ( saturate( max( blendOpSrc772, blendOpDest772 ) )).r; float scale107_g893 = ( _NormalDrop / 10.0 ); float3 localPerturbNormal107_g893 = PerturbNormal107_g893( surf_pos107_g893 , surf_norm107_g893 , height107_g893 , scale107_g893 ); float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal); float3 worldToTangentDir42_g893 = mul( ase_worldToTangent, localPerturbNormal107_g893); float2 uv_BumpMap = IN.ase_texcoord7.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 break26_g895 = uv_BumpMap; float2 appendResult14_g895 = (float2(( break26_g895.x * GlobalTilingX11 ) , ( break26_g895.y * GlobalTilingY8 ))); float2 appendResult13_g895 = (float2(( break26_g895.x + GlobalOffsetX10 ) , ( break26_g895.y + GlobalOffsetY9 ))); float3 unpack4_g894 = UnpackNormalScale( tex2D( _BumpMap, ( ( appendResult14_g895 + appendResult13_g895 ) + Parallaxe494 ) ), _BumpScale ); unpack4_g894.z = lerp( 1, unpack4_g894.z, saturate(_BumpScale) ); float3 Normal27 = BlendNormal( worldToTangentDir42_g893 , unpack4_g894 ); float2 uv_EmissionMap = IN.ase_texcoord7.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw; float2 break26_g986 = uv_EmissionMap; float2 appendResult14_g986 = (float2(( break26_g986.x * GlobalTilingX11 ) , ( break26_g986.y * GlobalTilingY8 ))); float2 appendResult13_g986 = (float2(( break26_g986.x + GlobalOffsetX10 ) , ( break26_g986.y + GlobalOffsetY9 ))); float3 worldRefl28_g984 = normalize( reflect( -WorldViewDirection, float3( dot( tanToWorld0, Normal27 ), dot( tanToWorld1, Normal27 ), dot( tanToWorld2, Normal27 ) ) ) ); float4 texCUBENode27_g984 = texCUBElod( _Cubemap, float4( worldRefl28_g984, _BlurReflection) ); float clampResult39_g984 = clamp( _ReflectionIntensity , 0.0 , 100.0 ); float4 temp_cast_41 = (1.0).xxxx; float4 temp_cast_42 = (1.0).xxxx; float4 temp_cast_43 = (RainDrops606).xxxx; float4 blendOpSrc780 = RainDropsFalling766; float4 blendOpDest780 = temp_cast_43; float4 temp_cast_44 = (RainDrops606).xxxx; #if defined(_REFLECTED_ALL) float4 staticSwitch963 = temp_cast_41; #elif defined(_REFLECTED_RAINDROPS) float4 staticSwitch963 = ( saturate( max( blendOpSrc780, blendOpDest780 ) )); #elif defined(_REFLECTED_DROPONLY) float4 staticSwitch963 = temp_cast_44; #elif defined(_REFLECTED_DRIPLINEONLY) float4 staticSwitch963 = RainDropsFalling766; #else float4 staticSwitch963 = temp_cast_41; #endif float4 Emission110 = ( ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g986 + appendResult13_g986 ) + Parallaxe494 ) ) * _EmissionIntensity ) + ( ( texCUBENode27_g984 * ( texCUBENode27_g984.a * clampResult39_g984 ) * _ColorCubemap1 ) * staticSwitch963 ) ); float Metallic41 = ( tex2DNode3_g621.r * _Metallic ); float temp_output_1_0_g621 = ( tex2DNode3_g621.a * _Glossiness ); float4 temp_cast_48 = (RainDrops606).xxxx; float4 blendOpSrc707 = temp_cast_48; float4 blendOpDest707 = RainDropsFalling766; float4 temp_output_609_0 = ( ( _SmoothnessDrop * 5.0 ) * ( saturate( max( blendOpSrc707, blendOpDest707 ) )) ); float4 temp_cast_49 = (temp_output_1_0_g621).xxxx; float4 blendOpSrc613 = temp_cast_49; float4 blendOpDest613 = temp_output_609_0; #if defined(_BLENDINGMODEDROPS_ADDITIVE) float4 staticSwitch612 = ( temp_output_1_0_g621 + temp_output_609_0 ); #elif defined(_BLENDINGMODEDROPS_LIGHTEN) float4 staticSwitch612 = ( saturate( max( blendOpSrc613, blendOpDest613 ) )); #else float4 staticSwitch612 = ( temp_output_1_0_g621 + temp_output_609_0 ); #endif float4 Smoothness40 = staticSwitch612; float blendOpSrc34_g621 = tex2DNode3_g621.g; float blendOpDest34_g621 = ( 1.0 - _AoIntensity ); float AOG565 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc34_g621 ) * ( 1.0 - blendOpDest34_g621 ) ) )); float AmbientOcclusion94 = AOG565; float3 Albedo = Albedo26.rgb; float3 Normal = Normal27; float3 Emission = Emission110.rgb; float3 Specular = 0.5; float Metallic = Metallic41; float Smoothness = Smoothness40.r; float Occlusion = AmbientOcclusion94; float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #ifdef _ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif half4 color = UniversalFragmentPBR( inputData, Albedo, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha); #ifdef _TRANSMISSION_ASE { float shadow = _TransmissionShadow; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; color.rgb += Albedo * mainTransmission; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; color.rgb += Albedo * transmission; } #endif } #endif #ifdef _TRANSLUCENCY_ASE { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += Albedo * mainTranslucency * strength; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 lightDir = light.direction + inputData.normalWS * normal; half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += Albedo * translucency * strength; } #endif } #endif #ifdef _REFRACTION_ASE float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma vertex vert #pragma fragment frag #define SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _Color; float4 _BaseMap_ST; float4 _GlobalXYTilingXYZWOffsetXY; float4 _MetallicGlossMapMAHS_ST; float4 _ColorCubemap1; float4 _EmissionMap_ST; float4 _BumpMap_ST; float _DripLineSpeed; float _TilingVertical; float _TrailDropContrast; float _TrailDropTiling; float _TrailDropSpeed; float _TrailDropSize; float _IntensityDripLine; float _Brightness; float _BumpScale; float _RandomMax; float _EmissionIntensity; float _BlurReflection; float _ReflectionIntensity; float _Metallic; float _Glossiness; float _NormalDrop; float _GrowMask; float _TilingHorizontal; float _EnableProjectionGrid; float _Parallax; float _Saturation; float _SplashSpeed; float _Tiling; float _Noisescale; float _Size; float _DotFalloff; float _Intensity; float _EnableDropSide; float _UseBaseColorAlphaMaskTop; float _DropTopIntensity; float _InvertABaseColor; float _UseBaseColorAlphaMaskSide; float _DropSideIntensity; float _EnableRandomMask; float _UseBaseColorAlphaMaskSide1; float _DripLineContrast; float _Amount; float _SmoothnessDrop; float _RandomPosition; float _AoIntensity; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float3 _LightDirection; VertexOutput VertexFunction( VertexInput v ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma vertex vert #pragma fragment frag #define SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _Color; float4 _BaseMap_ST; float4 _GlobalXYTilingXYZWOffsetXY; float4 _MetallicGlossMapMAHS_ST; float4 _ColorCubemap1; float4 _EmissionMap_ST; float4 _BumpMap_ST; float _DripLineSpeed; float _TilingVertical; float _TrailDropContrast; float _TrailDropTiling; float _TrailDropSpeed; float _TrailDropSize; float _IntensityDripLine; float _Brightness; float _BumpScale; float _RandomMax; float _EmissionIntensity; float _BlurReflection; float _ReflectionIntensity; float _Metallic; float _Glossiness; float _NormalDrop; float _GrowMask; float _TilingHorizontal; float _EnableProjectionGrid; float _Parallax; float _Saturation; float _SplashSpeed; float _Tiling; float _Noisescale; float _Size; float _DotFalloff; float _Intensity; float _EnableDropSide; float _UseBaseColorAlphaMaskTop; float _DropTopIntensity; float _InvertABaseColor; float _UseBaseColorAlphaMaskSide; float _DropSideIntensity; float _EnableRandomMask; float _UseBaseColorAlphaMaskSide1; float _DripLineContrast; float _Amount; float _SmoothnessDrop; float _RandomPosition; float _AoIntensity; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma vertex vert #pragma fragment frag #define SHADERPASS_META #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma shader_feature_local _ENABLETRAILOFDROP_ON #pragma shader_feature_local _REFLECTED_ALL _REFLECTED_RAINDROPS _REFLECTED_DROPONLY _REFLECTED_DRIPLINEONLY #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _Color; float4 _BaseMap_ST; float4 _GlobalXYTilingXYZWOffsetXY; float4 _MetallicGlossMapMAHS_ST; float4 _ColorCubemap1; float4 _EmissionMap_ST; float4 _BumpMap_ST; float _DripLineSpeed; float _TilingVertical; float _TrailDropContrast; float _TrailDropTiling; float _TrailDropSpeed; float _TrailDropSize; float _IntensityDripLine; float _Brightness; float _BumpScale; float _RandomMax; float _EmissionIntensity; float _BlurReflection; float _ReflectionIntensity; float _Metallic; float _Glossiness; float _NormalDrop; float _GrowMask; float _TilingHorizontal; float _EnableProjectionGrid; float _Parallax; float _Saturation; float _SplashSpeed; float _Tiling; float _Noisescale; float _Size; float _DotFalloff; float _Intensity; float _EnableDropSide; float _UseBaseColorAlphaMaskTop; float _DropTopIntensity; float _InvertABaseColor; float _UseBaseColorAlphaMaskSide; float _DropSideIntensity; float _EnableRandomMask; float _UseBaseColorAlphaMaskSide1; float _DripLineContrast; float _Amount; float _SmoothnessDrop; float _RandomPosition; float _AoIntensity; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BaseMap; sampler2D _MetallicGlossMapMAHS; sampler2D _EmissionMap; samplerCUBE _Cubemap; sampler2D _GradientTexRain1; sampler2D _BumpMap; inline float2 ParallaxOffset( half h, half height, half3 viewDir ) { h = h * height - height/2.0; float3 v = normalize( viewDir ); v.z += 0.42; return h* (v.xy / v.z); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } float2 voronoihash58_g879( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi58_g879( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash58_g879( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.5 * dot( r, r ); if( d x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float2 voronoihash48_g880( float2 p ) { p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); return frac( sin( p ) *43758.5453); } float voronoi48_g880( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) { float2 n = floor( v ); float2 f = frac( v ); float F1 = 8.0; float F2 = 8.0; float2 mg = 0; for ( int j = -1; j <= 1; j++ ) { for ( int i = -1; i <= 1; i++ ) { float2 g = float2( i, j ); float2 o = voronoihash48_g880( n + g ); o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; float d = 0.707 * sqrt(dot( r, r )); if( d v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN , FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_BaseMap = IN.ase_texcoord2.xyz.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; float2 break26_g818 = uv_BaseMap; float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 ); float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 ); float2 appendResult14_g818 = (float2(( break26_g818.x * GlobalTilingX11 ) , ( break26_g818.y * GlobalTilingY8 ))); float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z; float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w; float2 appendResult13_g818 = (float2(( break26_g818.x + GlobalOffsetX10 ) , ( break26_g818.y + GlobalOffsetY9 ))); float2 uv_MetallicGlossMapMAHS = IN.ase_texcoord2.xyz.xy * _MetallicGlossMapMAHS_ST.xy + _MetallicGlossMapMAHS_ST.zw; float2 break26_g622 = uv_MetallicGlossMapMAHS; float2 appendResult14_g622 = (float2(( break26_g622.x * GlobalTilingX11 ) , ( break26_g622.y * GlobalTilingY8 ))); float2 appendResult13_g622 = (float2(( break26_g622.x + GlobalOffsetX10 ) , ( break26_g622.y + GlobalOffsetY9 ))); float4 tex2DNode3_g621 = tex2D( _MetallicGlossMapMAHS, ( ( appendResult14_g622 + appendResult13_g622 ) + float2( 0,0 ) ) ); float3 ase_worldTangent = IN.ase_texcoord3.xyz; float3 ase_worldNormal = IN.ase_texcoord4.xyz; float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 paralaxOffset38_g621 = ParallaxOffset( tex2DNode3_g621.b , _Parallax , ase_tanViewDir ); float2 switchResult37_g621 = (((ase_vface>0)?(paralaxOffset38_g621):(0.0))); float2 Parallaxe494 = switchResult37_g621; float4 tex2DNode7_g817 = tex2D( _BaseMap, ( ( appendResult14_g818 + appendResult13_g818 ) + Parallaxe494 ) ); float clampResult27_g817 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor29_g817 = ( _Color * tex2DNode7_g817 ).rgb; float desaturateDot29_g817 = dot( desaturateInitialColor29_g817, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar29_g817 = lerp( desaturateInitialColor29_g817, desaturateDot29_g817.xxx, -clampResult27_g817 ); float4 temp_output_819_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g817 , 0.0 )); float4 Albedo26 = temp_output_819_0; float2 uv_EmissionMap = IN.ase_texcoord2.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw; float2 break26_g986 = uv_EmissionMap; float2 appendResult14_g986 = (float2(( break26_g986.x * GlobalTilingX11 ) , ( break26_g986.y * GlobalTilingY8 ))); float2 appendResult13_g986 = (float2(( break26_g986.x + GlobalOffsetX10 ) , ( break26_g986.y + GlobalOffsetY9 ))); float3 surf_pos107_g893 = WorldPosition; float3 surf_norm107_g893 = ase_worldNormal; float2 temp_cast_3 = (_SplashSpeed).xx; float time58_g879 = ( 1.0 * 0.001 ); float2 voronoiSmoothId0 = 0; float2 texCoord55_g879 = IN.ase_texcoord2.xyz.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_577_0 = ( _Noisescale * 100.0 ); float clampResult962 = clamp( temp_output_577_0 , 0.0 , 10000.0 ); float time877 = 0.0; float2 texCoord576 = IN.ase_texcoord2.xyz.xy * float2( 1,1 ) + float2( 0,0 ); float2 coords877 = texCoord576 * clampResult962; float2 id877 = 0; float2 uv877 = 0; float fade877 = 0.5; float voroi877 = 0; float rest877 = 0; for( int it877 = 0; it877 <3; it877++ ){ voroi877 += fade877 * voronoi877( coords877, time877, id877, uv877, 0,voronoiSmoothId0 ); rest877 += fade877; coords877 *= 2; fade877 *= 0.5; }//Voronoi877 voroi877 /= rest877; float Noise588 = ( voroi877 * 0.005 ); float4 temp_cast_5 = (Noise588).xxxx; float2 coords58_g879 = ( float4( texCoord55_g879, 0.0 , 0.0 ) + temp_cast_5 ).xy * _Tiling; float2 id58_g879 = 0; float2 uv58_g879 = 0; float fade58_g879 = 0.5; float voroi58_g879 = 0; float rest58_g879 = 0; for( int it58_g879 = 0; it58_g879 <2; it58_g879++ ){ voroi58_g879 += fade58_g879 * voronoi58_g879( coords58_g879, time58_g879, id58_g879, uv58_g879, 0,voronoiSmoothId0 ); rest58_g879 += fade58_g879; coords58_g879 *= 2; fade58_g879 *= 0.5; }//Voronoi58_g879 voroi58_g879 /= rest58_g879; float2 myVarName60_g879 = id58_g879; float2 panner63_g879 = ( 1.0 * _Time.y * temp_cast_3 + ( step( voroi58_g879 , 0.1 ) * myVarName60_g879 )); float temp_output_79_0_g879 = (0.0 + (_Size - 0.0) * (0.05 - 0.0) / (1.0 - 0.0)); float temp_output_120_0_g879 = saturate( ( step( voroi58_g879 , temp_output_79_0_g879 ) * ( 1.0 - ( voroi58_g879 * temp_output_79_0_g879 * (1.0 + (_DotFalloff - 0.0) * (500.0 - 1.0) / (1.0 - 0.0)) ) ) ) ); float MaskWorldY589 = ase_worldNormal.y; float temp_output_667_0 = ( MaskWorldY589 * _DropTopIntensity ); float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g817.a ) ):( tex2DNode7_g817.a )); float3 temp_cast_7 = (0.5).xxx; float3 break580 = ( abs( ase_worldNormal ) - temp_cast_7 ); float MaskWorldX585 = break580.x; float MaskWorldZ583 = break580.z; float blendOpSrc598 = MaskWorldX585; float blendOpDest598 = MaskWorldZ583; float temp_output_599_0 = ( ( saturate( max( blendOpSrc598, blendOpDest598 ) )) * _DropSideIntensity ); float blendOpSrc603 = (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 )); float blendOpDest603 = (( _UseBaseColorAlphaMaskSide )?( ( temp_output_599_0 * BaseColorAlpha46 ) ):( temp_output_599_0 )); float clampResult605 = clamp( ( ( saturate( ( tex2D( _GradientTexRain1, panner63_g879 ).g * temp_output_120_0_g879 ) ) * _Intensity ) * (( _EnableDropSide )?( ( saturate( max( blendOpSrc603, blendOpDest603 ) )) ):( (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 )) )) ) , 0.0 , 1.0 ); float RainDrops606 = clampResult605; float4 temp_cast_8 = (RainDrops606).xxxx; float clampResult243_g880 = clamp( _DripLineContrast , 0.0 , 100.0 ); float4 transform13_g880 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord6.xyz , 0.0 )); float4 appendResult16_g880 = (float4(transform13_g880.z , transform13_g880.y , 0.0 , 0.0)); float clampResult5_g880 = clamp( _Amount , 8.0 , 1000.0 ); float2 _Globaltiling = float2(1,1); float4 XProjectionAmount23_g880 = ( appendResult16_g880 * ( clampResult5_g880 * ( _Globaltiling.y * _TilingHorizontal ) ) ); float RandomPosition25_g880 = _RandomPosition; float simplePerlin2D46_g880 = snoise( ( floor( XProjectionAmount23_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*RandomPosition25_g880 ); simplePerlin2D46_g880 = simplePerlin2D46_g880*0.5 + 0.5; float temp_output_240_0_g880 = (1.0 + (_GrowMask - 1.0) * (50.0 - 1.0) / (10.0 - 1.0)); float temp_output_83_0_g880 = round( ( pow( simplePerlin2D46_g880 , 2.0 ) * temp_output_240_0_g880 ) ); float RF_RandomMin66_g880 = 0.05; float RF_Random65_g880 = (0.05 + (_RandomMax - 0.1) * (1.0 - 0.05) / (1.0 - 0.1)); float2 appendResult88_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880)); float4 appendResult99_g880 = (float4(temp_output_83_0_g880 , appendResult88_g880 , 0.0)); float4 break104_g880 = appendResult99_g880; float lerpResult117_g880 = lerp( break104_g880.y , break104_g880.z , pow( simplePerlin2D46_g880 , 2.0 )); float RF_Timespeed77_g880 = _DripLineSpeed; float mulTime105_g880 = _TimeParameters.x * -RF_Timespeed77_g880; float4 XProjection98_g880 = appendResult16_g880; float3 temp_output_106_0_g880 = ( float3(0,-1,0) * _TilingVertical ); float4 tex2DNode147_g880 = tex2D( _GradientTexRain1, ( ( lerpResult117_g880 * ( mulTime105_g880 + pow( simplePerlin2D46_g880 , 2.0 ) ) ) + ( XProjection98_g880 * float4( temp_output_106_0_g880 , 0.0 ) ) ).xy ); float4 temp_cast_14 = (tex2DNode147_g880.r).xxxx; float4 temp_cast_15 = (MaskWorldX585).xxxx; float4 InputMaskWorldX199_g880 = temp_cast_15; float4 temp_output_168_0_g880 = ( CalculateContrast(clampResult243_g880,temp_cast_14) * InputMaskWorldX199_g880 * clampResult243_g880 ); float4 clampResult173_g880 = clamp( temp_output_168_0_g880 , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float clampResult156_g880 = clamp( (-1.0 + (_TrailDropContrast - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) , -1.0 , 100.0 ); float mulTime40_g880 = _TimeParameters.x * _TrailDropSpeed; float time48_g880 = mulTime40_g880; float2 texCoord41_g880 = IN.ase_texcoord2.xyz.xy * float2( 1,1 ) + float2( 0,0 ); float2 coords48_g880 = texCoord41_g880 * _TrailDropTiling; float2 id48_g880 = 0; float2 uv48_g880 = 0; float fade48_g880 = 0.5; float voroi48_g880 = 0; float rest48_g880 = 0; for( int it48_g880 = 0; it48_g880 <2; it48_g880++ ){ voroi48_g880 += fade48_g880 * voronoi48_g880( coords48_g880, time48_g880, id48_g880, uv48_g880, 0,voronoiSmoothId0 ); rest48_g880 += fade48_g880; coords48_g880 *= 2; fade48_g880 *= 0.5; }//Voronoi48_g880 voroi48_g880 /= rest48_g880; float temp_output_52_0_g880 = ( voroi48_g880 * (2.0 + (_TrailDropSize - 0.0) * (4.0 - 2.0) / (1.0 - 0.0)) ); float temp_output_72_0_g880 = ( step( voroi48_g880 , temp_output_52_0_g880 ) * ( 1.0 - temp_output_52_0_g880 ) ); float blendOpSrc112_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a; float blendOpDest112_g880 = ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 ); #ifdef _ENABLETRAILOFDROP_ON float staticSwitch129_g880 = ( blendOpSrc112_g880 + blendOpDest112_g880 ); #else float staticSwitch129_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a; #endif float4 XTrailOfDrop161_g880 = saturate( ( staticSwitch129_g880 * _IntensityDripLine * InputMaskWorldX199_g880 ) ); float4 blendOpSrc177_g880 = clampResult173_g880; float4 blendOpDest177_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode147_g880.b * InputMaskWorldX199_g880 )) * XTrailOfDrop161_g880 ); #ifdef _ENABLETRAILOFDROP_ON float4 staticSwitch235_g880 = ( blendOpSrc177_g880 + blendOpDest177_g880 ); #else float4 staticSwitch235_g880 = clampResult173_g880; #endif float4 appendResult17_g880 = (float4(transform13_g880.x , transform13_g880.y , 0.0 , 0.0)); float4 ZProjection97_g880 = appendResult17_g880; float4 ZProjectionAmount22_g880 = ( appendResult17_g880 * ( ( _Globaltiling.y * _TilingHorizontal ) * clampResult5_g880 ) ); float simplePerlin2D49_g880 = snoise( ( floor( ZProjectionAmount22_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*( RandomPosition25_g880 + 0.5 ) ); simplePerlin2D49_g880 = simplePerlin2D49_g880*0.5 + 0.5; float temp_output_80_0_g880 = round( ( pow( simplePerlin2D49_g880 , 2.0 ) * temp_output_240_0_g880 ) ); float2 appendResult85_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880)); float4 appendResult101_g880 = (float4(temp_output_80_0_g880 , appendResult85_g880 , 0.0)); float4 break110_g880 = appendResult101_g880; float lerpResult121_g880 = lerp( break110_g880.y , break110_g880.z , pow( simplePerlin2D49_g880 , 2.0 )); float mulTime109_g880 = _TimeParameters.x * -RF_Timespeed77_g880; float4 tex2DNode152_g880 = tex2D( _GradientTexRain1, ( ( float4( temp_output_106_0_g880 , 0.0 ) * ZProjection97_g880 ) + ( lerpResult121_g880 * ( mulTime109_g880 + pow( simplePerlin2D49_g880 , 2.0 ) ) ) ).xy ); float4 temp_cast_26 = (tex2DNode152_g880.r).xxxx; float4 temp_cast_27 = (MaskWorldZ583).xxxx; float4 InputMaskWorldZ205_g880 = temp_cast_27; float4 clampResult175_g880 = clamp( ( CalculateContrast(clampResult243_g880,temp_cast_26) * InputMaskWorldZ205_g880 * clampResult243_g880 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float blendOpSrc118_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a; float blendOpDest118_g880 = ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 ); #ifdef _ENABLETRAILOFDROP_ON float staticSwitch124_g880 = ( blendOpSrc118_g880 + blendOpDest118_g880 ); #else float staticSwitch124_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a; #endif float4 ZTrailOfDrop157_g880 = saturate( ( staticSwitch124_g880 * _IntensityDripLine * InputMaskWorldZ205_g880 ) ); float4 blendOpSrc179_g880 = clampResult175_g880; float4 blendOpDest179_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode152_g880.b * InputMaskWorldZ205_g880 )) * ZTrailOfDrop157_g880 ); float4 blendOpSrc186_g880 = staticSwitch235_g880; float4 blendOpDest186_g880 = ( saturate( ( blendOpSrc179_g880 + blendOpDest179_g880 ) )); float4 blendOpSrc185_g880 = saturate( ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldX199_g880 ) ); float4 blendOpDest185_g880 = saturate( ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldZ205_g880 ) ); float4 blendOpSrc188_g880 = InputMaskWorldX199_g880; float4 blendOpDest188_g880 = InputMaskWorldZ205_g880; float4 temp_cast_37 = (MaskWorldY589).xxxx; float4 InputMaskWorldY207_g880 = temp_cast_37; float4 blendOpSrc190_g880 = ( saturate( max( blendOpSrc188_g880, blendOpDest188_g880 ) )); float4 blendOpDest190_g880 = ( InputMaskWorldY207_g880 * 2.0 ); float4 clampResult192_g880 = clamp( ( ( ( saturate( ( blendOpSrc186_g880 + blendOpDest186_g880 ) )) * ( saturate( max( blendOpSrc185_g880, blendOpDest185_g880 ) )) ) * ( saturate( max( blendOpSrc190_g880, blendOpDest190_g880 ) )) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); float4 blendOpSrc226_g880 = ( temp_output_83_0_g880 * InputMaskWorldX199_g880 ); float4 blendOpDest226_g880 = ( temp_output_80_0_g880 * InputMaskWorldZ205_g880 ); float4 temp_output_226_0_g880 = ( saturate( max( blendOpSrc226_g880, blendOpDest226_g880 ) )); float4 MaskRandom231_g880 = ( temp_output_226_0_g880 + temp_output_226_0_g880 ); float4 RainDropsFalling766 = (( _EnableRandomMask )?( ( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) * MaskRandom231_g880 ) ):( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) )); float4 blendOpSrc772 = temp_cast_8; float4 blendOpDest772 = RainDropsFalling766; float height107_g893 = ( saturate( max( blendOpSrc772, blendOpDest772 ) )).r; float scale107_g893 = ( _NormalDrop / 10.0 ); float3 localPerturbNormal107_g893 = PerturbNormal107_g893( surf_pos107_g893 , surf_norm107_g893 , height107_g893 , scale107_g893 ); float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal); float3 worldToTangentDir42_g893 = mul( ase_worldToTangent, localPerturbNormal107_g893); float2 uv_BumpMap = IN.ase_texcoord2.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; float2 break26_g895 = uv_BumpMap; float2 appendResult14_g895 = (float2(( break26_g895.x * GlobalTilingX11 ) , ( break26_g895.y * GlobalTilingY8 ))); float2 appendResult13_g895 = (float2(( break26_g895.x + GlobalOffsetX10 ) , ( break26_g895.y + GlobalOffsetY9 ))); float3 unpack4_g894 = UnpackNormalScale( tex2D( _BumpMap, ( ( appendResult14_g895 + appendResult13_g895 ) + Parallaxe494 ) ), _BumpScale ); unpack4_g894.z = lerp( 1, unpack4_g894.z, saturate(_BumpScale) ); float3 Normal27 = BlendNormal( worldToTangentDir42_g893 , unpack4_g894 ); float3 worldRefl28_g984 = normalize( reflect( -ase_worldViewDir, float3( dot( tanToWorld0, Normal27 ), dot( tanToWorld1, Normal27 ), dot( tanToWorld2, Normal27 ) ) ) ); float4 texCUBENode27_g984 = texCUBElod( _Cubemap, float4( worldRefl28_g984, _BlurReflection) ); float clampResult39_g984 = clamp( _ReflectionIntensity , 0.0 , 100.0 ); float4 temp_cast_41 = (1.0).xxxx; float4 temp_cast_42 = (1.0).xxxx; float4 temp_cast_43 = (RainDrops606).xxxx; float4 blendOpSrc780 = RainDropsFalling766; float4 blendOpDest780 = temp_cast_43; float4 temp_cast_44 = (RainDrops606).xxxx; #if defined(_REFLECTED_ALL) float4 staticSwitch963 = temp_cast_41; #elif defined(_REFLECTED_RAINDROPS) float4 staticSwitch963 = ( saturate( max( blendOpSrc780, blendOpDest780 ) )); #elif defined(_REFLECTED_DROPONLY) float4 staticSwitch963 = temp_cast_44; #elif defined(_REFLECTED_DRIPLINEONLY) float4 staticSwitch963 = RainDropsFalling766; #else float4 staticSwitch963 = temp_cast_41; #endif float4 Emission110 = ( ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g986 + appendResult13_g986 ) + Parallaxe494 ) ) * _EmissionIntensity ) + ( ( texCUBENode27_g984 * ( texCUBENode27_g984.a * clampResult39_g984 ) * _ColorCubemap1 ) * staticSwitch963 ) ); float3 Albedo = Albedo26.rgb; float3 Emission = Emission110.rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = Albedo; metaInput.Emission = Emission; return MetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_SRP_VERSION 70301 #pragma vertex vert #pragma fragment frag #define SHADERPASS_2D #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/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _EmissionColor; float4 _Color; float4 _BaseMap_ST; float4 _GlobalXYTilingXYZWOffsetXY; float4 _MetallicGlossMapMAHS_ST; float4 _ColorCubemap1; float4 _EmissionMap_ST; float4 _BumpMap_ST; float _DripLineSpeed; float _TilingVertical; float _TrailDropContrast; float _TrailDropTiling; float _TrailDropSpeed; float _TrailDropSize; float _IntensityDripLine; float _Brightness; float _BumpScale; float _RandomMax; float _EmissionIntensity; float _BlurReflection; float _ReflectionIntensity; float _Metallic; float _Glossiness; float _NormalDrop; float _GrowMask; float _TilingHorizontal; float _EnableProjectionGrid; float _Parallax; float _Saturation; float _SplashSpeed; float _Tiling; float _Noisescale; float _Size; float _DotFalloff; float _Intensity; float _EnableDropSide; float _UseBaseColorAlphaMaskTop; float _DropTopIntensity; float _InvertABaseColor; float _UseBaseColorAlphaMaskSide; float _DropSideIntensity; float _EnableRandomMask; float _UseBaseColorAlphaMaskSide1; float _DripLineContrast; float _Amount; float _SmoothnessDrop; float _RandomPosition; float _AoIntensity; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _BaseMap; sampler2D _MetallicGlossMapMAHS; inline float2 ParallaxOffset( half h, half height, half3 viewDir ) { h = h * height - height/2.0; float3 v = normalize( viewDir ); v.z += 0.42; return h* (v.xy / v.z); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord3.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord4.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w; float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN , FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_BaseMap = IN.ase_texcoord2.xy * _BaseMap_ST.xy + _BaseMap_ST.zw; float2 break26_g818 = uv_BaseMap; float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 ); float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 ); float2 appendResult14_g818 = (float2(( break26_g818.x * GlobalTilingX11 ) , ( break26_g818.y * GlobalTilingY8 ))); float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z; float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w; float2 appendResult13_g818 = (float2(( break26_g818.x + GlobalOffsetX10 ) , ( break26_g818.y + GlobalOffsetY9 ))); float2 uv_MetallicGlossMapMAHS = IN.ase_texcoord2.xy * _MetallicGlossMapMAHS_ST.xy + _MetallicGlossMapMAHS_ST.zw; float2 break26_g622 = uv_MetallicGlossMapMAHS; float2 appendResult14_g622 = (float2(( break26_g622.x * GlobalTilingX11 ) , ( break26_g622.y * GlobalTilingY8 ))); float2 appendResult13_g622 = (float2(( break26_g622.x + GlobalOffsetX10 ) , ( break26_g622.y + GlobalOffsetY9 ))); float4 tex2DNode3_g621 = tex2D( _MetallicGlossMapMAHS, ( ( appendResult14_g622 + appendResult13_g622 ) + float2( 0,0 ) ) ); float3 ase_worldTangent = IN.ase_texcoord3.xyz; float3 ase_worldNormal = IN.ase_texcoord4.xyz; float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float2 paralaxOffset38_g621 = ParallaxOffset( tex2DNode3_g621.b , _Parallax , ase_tanViewDir ); float2 switchResult37_g621 = (((ase_vface>0)?(paralaxOffset38_g621):(0.0))); float2 Parallaxe494 = switchResult37_g621; float4 tex2DNode7_g817 = tex2D( _BaseMap, ( ( appendResult14_g818 + appendResult13_g818 ) + Parallaxe494 ) ); float clampResult27_g817 = clamp( _Saturation , -1.0 , 100.0 ); float3 desaturateInitialColor29_g817 = ( _Color * tex2DNode7_g817 ).rgb; float desaturateDot29_g817 = dot( desaturateInitialColor29_g817, float3( 0.299, 0.587, 0.114 )); float3 desaturateVar29_g817 = lerp( desaturateInitialColor29_g817, desaturateDot29_g817.xxx, -clampResult27_g817 ); float4 temp_output_819_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g817 , 0.0 )); float4 Albedo26 = temp_output_819_0; float3 Albedo = Albedo26.rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; half4 color = half4( Albedo, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback "Hidden/InternalErrorShader" }