// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Dong/Common_Blend" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [ASEBegin]_Main_Tex("Main_Tex", 2D) = "white" {} [HDR]_Main_Color("Main_Color", Color) = (0,0,0,0) _Brightness("Brightness", Float) = 0 _Alpha("Alpha", Float) = 0 _Main_UV("Main_UV", Vector) = (0,0,0,0) _Tex_2("Tex_2", 2D) = "white" {} _Tex_2_UV("Tex_2_UV", Vector) = (0,0,0,0) [Toggle(_UVSWITCH_ON)] _UVSwitch("UV Switch", Float) = 0 _Polar_UV("Polar_UV", Vector) = (0,0,0,0) [Toggle(_POLAR_UV_OFFSET_ON)] _Polar_UV_offset("Polar_UV_offset", Float) = 0 [Toggle(_TEX_2_ALPHA_ON)] _Tex_2_Alpha("Tex_2_Alpha", Float) = 0 _Diss_Noise("Diss_Noise", 2D) = "white" {} _Diss_value("Diss_value", Float) = 0 _Soft_value("Soft_value", Float) = 0 _Diss_UV("Diss_UV", Vector) = (0,0,0,0) _Turb_Noise("Turb_Noise", 2D) = "white" {} _Turb_Value("Turb_Value", Float) = 0 _Turb_UV("Turb_UV", Vector) = (0,0,0,0) _Mask("Mask", 2D) = "white" {} [Toggle(_MASK_R_ON)] _Mask_R("Mask_R", Float) = 0 [Toggle(_DISS_REVERSE_ON)] _Diss_Reverse("Diss_Reverse", Float) = 0 [Toggle(_VER_REVERSE_ON)] _Ver_Reverse("Ver_Reverse", Float) = 0 _Vertex_offset("Vertex_offset", 2D) = "white" {} _displacment_Intensity("displacment_Intensity", Float) = 0 [ASEEnd]_Displacment("Displacment", Vector) = (0,0,0,0) //_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"="Transparent" "Queue"="Transparent" } Cull Off AlphaToMask Off HLSLINCLUDE #pragma target 3.0 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; } ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _RECEIVE_SHADOWS_OFF 1 #pragma multi_compile_instancing #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #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 #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _UVSWITCH_ON #pragma shader_feature_local _POLAR_UV_OFFSET_ON #pragma shader_feature_local _DISS_REVERSE_ON #pragma shader_feature_local _VER_REVERSE_ON #pragma shader_feature_local _MASK_R_ON #pragma shader_feature_local _TEX_2_ALPHA_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; 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 #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Mask_ST; float4 _Vertex_offset_ST; float4 _Diss_Noise_ST; float4 _Turb_Noise_ST; float4 _Polar_UV; float4 _Tex_2_ST; float4 _Main_Tex_ST; float4 _Main_Color; float2 _Diss_UV; float2 _Tex_2_UV; float2 _Displacment; float2 _Main_UV; float2 _Turb_UV; float _Turb_Value; float _Diss_value; float _Soft_value; float _displacment_Intensity; float _Alpha; float _Brightness; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Vertex_offset; sampler2D _Main_Tex; sampler2D _Turb_Noise; sampler2D _Tex_2; sampler2D _Diss_Noise; sampler2D _Mask; 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); float2 uv_Vertex_offset = v.ase_texcoord.xy * _Vertex_offset_ST.xy + _Vertex_offset_ST.zw; float2 panner102 = ( 1.0 * _Time.y * _Displacment + uv_Vertex_offset); o.ase_texcoord3.xy = v.ase_texcoord.xy; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( tex2Dlod( _Vertex_offset, float4( panner102, 0, 0.0) ) * float4( v.ase_normal , 0.0 ) * _displacment_Intensity ).rgb; #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 #ifdef ASE_FOG o.fogFactor = ComputeFogFactor( positionCS.z ); #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_color : COLOR; 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_color = v.ase_color; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 ) : 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_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw; float4 appendResult135 = (float4(( uv_Turb_Noise.x + 0.0 ) , uv_Turb_Noise.y , 0.0 , 0.0)); float2 panner82 = ( 1.0 * _Time.y * _Turb_UV + uv_Turb_Noise); float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw; float2 panner90 = ( 1.0 * _Time.y * _Main_UV + uv_Main_Tex); float4 appendResult61 = (float4(( ( tex2D( _Turb_Noise, ( appendResult135 + float4( panner82, 0.0 , 0.0 ) ).xy ).r * _Turb_Value ) + panner90 ) , 0.0 , 0.0)); float4 tex2DNode11 = tex2D( _Main_Tex, appendResult61.xy ); float2 uv_Tex_2 = IN.ase_texcoord3.xy * _Tex_2_ST.xy + _Tex_2_ST.zw; float2 panner86 = ( 1.0 * _Time.y * _Tex_2_UV + uv_Tex_2); float2 CenteredUV15_g1 = ( uv_Tex_2 - float2( 0.5,0.5 ) ); float2 break17_g1 = CenteredUV15_g1; float2 appendResult23_g1 = (float2(( length( CenteredUV15_g1 ) * _Polar_UV.x * 2.0 ) , ( atan2( break17_g1.x , break17_g1.y ) * ( 1.0 / TWO_PI ) * _Polar_UV.y ))); float2 appendResult112 = (float2(_Polar_UV.z , _Polar_UV.w)); float2 panner125 = ( 1.0 * _Time.y * appendResult112 + float2( 0,0 )); #ifdef _POLAR_UV_OFFSET_ON float2 staticSwitch133 = panner125; #else float2 staticSwitch133 = appendResult112; #endif #ifdef _UVSWITCH_ON float2 staticSwitch115 = ( appendResult23_g1 + staticSwitch133 ); #else float2 staticSwitch115 = panner86; #endif float4 tex2DNode71 = tex2D( _Tex_2, staticSwitch115 ); #ifdef _VER_REVERSE_ON float staticSwitch96 = ( 1.0 - IN.ase_color.a ); #else float staticSwitch96 = IN.ase_color.a; #endif float temp_output_8_0 = ( staticSwitch96 + _Diss_value ); float2 uv_Diss_Noise = IN.ase_texcoord3.xy * _Diss_Noise_ST.xy + _Diss_Noise_ST.zw; float2 panner84 = ( 1.0 * _Time.y * _Diss_UV + uv_Diss_Noise); float smoothstepResult12 = smoothstep( temp_output_8_0 , ( temp_output_8_0 + _Soft_value ) , tex2D( _Diss_Noise, panner84 ).r); #ifdef _DISS_REVERSE_ON float staticSwitch93 = smoothstepResult12; #else float staticSwitch93 = ( 1.0 - smoothstepResult12 ); #endif float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw; float4 tex2DNode66 = tex2D( _Mask, uv_Mask ); #ifdef _MASK_R_ON float staticSwitch70 = tex2DNode66.a; #else float staticSwitch70 = tex2DNode66.r; #endif #ifdef _TEX_2_ALPHA_ON float staticSwitch97 = 0.0; #else float staticSwitch97 = tex2DNode71.a; #endif float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = ( tex2DNode11 * _Main_Color * _Brightness * IN.ase_color * tex2DNode71 ).rgb; float Alpha = ( tex2DNode11.a * staticSwitch93 * _Main_Color.a * _Alpha * staticSwitch70 * staticSwitch97 * IN.ase_color.a ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_FOG Color = MixFog( Color, IN.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _RECEIVE_SHADOWS_OFF 1 #pragma multi_compile_instancing #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #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" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _DISS_REVERSE_ON #pragma shader_feature_local _VER_REVERSE_ON #pragma shader_feature_local _MASK_R_ON #pragma shader_feature_local _TEX_2_ALPHA_ON #pragma shader_feature_local _UVSWITCH_ON #pragma shader_feature_local _POLAR_UV_OFFSET_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; 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_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _Mask_ST; float4 _Vertex_offset_ST; float4 _Diss_Noise_ST; float4 _Turb_Noise_ST; float4 _Polar_UV; float4 _Tex_2_ST; float4 _Main_Tex_ST; float4 _Main_Color; float2 _Diss_UV; float2 _Tex_2_UV; float2 _Displacment; float2 _Main_UV; float2 _Turb_UV; float _Turb_Value; float _Diss_value; float _Soft_value; float _displacment_Intensity; float _Alpha; float _Brightness; #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _Vertex_offset; sampler2D _Main_Tex; sampler2D _Turb_Noise; sampler2D _Diss_Noise; sampler2D _Mask; sampler2D _Tex_2; 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); float2 uv_Vertex_offset = v.ase_texcoord.xy * _Vertex_offset_ST.xy + _Vertex_offset_ST.zw; float2 panner102 = ( 1.0 * _Time.y * _Displacment + uv_Vertex_offset); o.ase_texcoord2.xy = v.ase_texcoord.xy; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = ( tex2Dlod( _Vertex_offset, float4( panner102, 0, 0.0) ) * float4( v.ase_normal , 0.0 ) * _displacment_Intensity ).rgb; #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 o.clipPos = TransformWorldToHClip( positionWS ); #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 return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; 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_color = v.ase_color; 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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 ) : 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_Turb_Noise = IN.ase_texcoord2.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw; float4 appendResult135 = (float4(( uv_Turb_Noise.x + 0.0 ) , uv_Turb_Noise.y , 0.0 , 0.0)); float2 panner82 = ( 1.0 * _Time.y * _Turb_UV + uv_Turb_Noise); float2 uv_Main_Tex = IN.ase_texcoord2.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw; float2 panner90 = ( 1.0 * _Time.y * _Main_UV + uv_Main_Tex); float4 appendResult61 = (float4(( ( tex2D( _Turb_Noise, ( appendResult135 + float4( panner82, 0.0 , 0.0 ) ).xy ).r * _Turb_Value ) + panner90 ) , 0.0 , 0.0)); float4 tex2DNode11 = tex2D( _Main_Tex, appendResult61.xy ); #ifdef _VER_REVERSE_ON float staticSwitch96 = ( 1.0 - IN.ase_color.a ); #else float staticSwitch96 = IN.ase_color.a; #endif float temp_output_8_0 = ( staticSwitch96 + _Diss_value ); float2 uv_Diss_Noise = IN.ase_texcoord2.xy * _Diss_Noise_ST.xy + _Diss_Noise_ST.zw; float2 panner84 = ( 1.0 * _Time.y * _Diss_UV + uv_Diss_Noise); float smoothstepResult12 = smoothstep( temp_output_8_0 , ( temp_output_8_0 + _Soft_value ) , tex2D( _Diss_Noise, panner84 ).r); #ifdef _DISS_REVERSE_ON float staticSwitch93 = smoothstepResult12; #else float staticSwitch93 = ( 1.0 - smoothstepResult12 ); #endif float2 uv_Mask = IN.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw; float4 tex2DNode66 = tex2D( _Mask, uv_Mask ); #ifdef _MASK_R_ON float staticSwitch70 = tex2DNode66.a; #else float staticSwitch70 = tex2DNode66.r; #endif float2 uv_Tex_2 = IN.ase_texcoord2.xy * _Tex_2_ST.xy + _Tex_2_ST.zw; float2 panner86 = ( 1.0 * _Time.y * _Tex_2_UV + uv_Tex_2); float2 CenteredUV15_g1 = ( uv_Tex_2 - float2( 0.5,0.5 ) ); float2 break17_g1 = CenteredUV15_g1; float2 appendResult23_g1 = (float2(( length( CenteredUV15_g1 ) * _Polar_UV.x * 2.0 ) , ( atan2( break17_g1.x , break17_g1.y ) * ( 1.0 / TWO_PI ) * _Polar_UV.y ))); float2 appendResult112 = (float2(_Polar_UV.z , _Polar_UV.w)); float2 panner125 = ( 1.0 * _Time.y * appendResult112 + float2( 0,0 )); #ifdef _POLAR_UV_OFFSET_ON float2 staticSwitch133 = panner125; #else float2 staticSwitch133 = appendResult112; #endif #ifdef _UVSWITCH_ON float2 staticSwitch115 = ( appendResult23_g1 + staticSwitch133 ); #else float2 staticSwitch115 = panner86; #endif float4 tex2DNode71 = tex2D( _Tex_2, staticSwitch115 ); #ifdef _TEX_2_ALPHA_ON float staticSwitch97 = 0.0; #else float staticSwitch97 = tex2DNode71.a; #endif float Alpha = ( tex2DNode11.a * staticSwitch93 * _Main_Color.a * _Alpha * staticSwitch70 * staticSwitch97 * IN.ase_color.a ); float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback 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