959 lines
46 KiB
GLSL
959 lines
46 KiB
GLSL
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Dong/Common_Additive"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[ASEBegin]_Main_Tex("Main_Tex", 2D) = "white" {}
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[HDR]_Main_Color("Main_Color", Color) = (0,0,0,0)
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_Brightness("Brightness", Float) = 0
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_Alpha("Alpha", Float) = 0
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_Main_UV("Main_UV", Vector) = (0,0,0,0)
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_Tex_2("Tex_2", 2D) = "white" {}
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_Tex_2_UV("Tex_2_UV", Vector) = (0,0,0,0)
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[Toggle(_UVSWITCH_ON)] _UVSwitch("UV Switch", Float) = 0
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_Polar_UV("Polar_UV", Vector) = (0,0,0,0)
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[Toggle(_POLAR_UV_OFFSET_ON)] _Polar_UV_offset("Polar_UV_offset", Float) = 0
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[Toggle(_TEX_2_ALPHA_ON)] _Tex_2_Alpha("Tex_2_Alpha", Float) = 0
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_Diss_Noise("Diss_Noise", 2D) = "white" {}
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_Diss_value("Diss_value", Float) = 0
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_Soft_value("Soft_value", Float) = 0
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_Diss_UV("Diss_UV", Vector) = (0,0,0,0)
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_Turb_Noise("Turb_Noise", 2D) = "white" {}
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_Turb_Value("Turb_Value", Float) = 0
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_Turb_UV("Turb_UV", Vector) = (0,0,0,0)
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_Mask("Mask", 2D) = "white" {}
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[Toggle(_MASK_R_ON)] _Mask_R("Mask_R", Float) = 0
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[Toggle(_DISS_REVERSE_ON)] _Diss_Reverse("Diss_Reverse", Float) = 0
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[Toggle(_VER_REVERSE_ON)] _Ver_Reverse("Ver_Reverse", Float) = 0
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_Vertex_offset("Vertex_offset", 2D) = "white" {}
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_displacment_Intensity("displacment_Intensity", Float) = 0
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[ASEEnd]_Displacment("Displacment", Vector) = (0,0,0,0)
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
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Cull Off
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 3.0
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha One
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _RECEIVE_SHADOWS_OFF 1
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#pragma multi_compile_instancing
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_FRAG_COLOR
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#pragma shader_feature_local _UVSWITCH_ON
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#pragma shader_feature_local _POLAR_UV_OFFSET_ON
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#pragma shader_feature_local _DISS_REVERSE_ON
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#pragma shader_feature_local _VER_REVERSE_ON
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#pragma shader_feature_local _MASK_R_ON
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#pragma shader_feature_local _TEX_2_ALPHA_ON
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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#ifdef ASE_FOG
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float fogFactor : TEXCOORD2;
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#endif
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Mask_ST;
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float4 _Vertex_offset_ST;
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float4 _Diss_Noise_ST;
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float4 _Turb_Noise_ST;
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float4 _Polar_UV;
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float4 _Tex_2_ST;
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float4 _Main_Tex_ST;
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float4 _Main_Color;
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float2 _Diss_UV;
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float2 _Tex_2_UV;
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float2 _Displacment;
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float2 _Main_UV;
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float2 _Turb_UV;
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float _Turb_Value;
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float _Diss_value;
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float _Soft_value;
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float _displacment_Intensity;
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float _Alpha;
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float _Brightness;
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _Vertex_offset;
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sampler2D _Main_Tex;
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sampler2D _Turb_Noise;
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sampler2D _Tex_2;
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sampler2D _Diss_Noise;
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sampler2D _Mask;
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VertexOutput VertexFunction ( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float2 uv_Vertex_offset = v.ase_texcoord.xy * _Vertex_offset_ST.xy + _Vertex_offset_ST.zw;
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float2 panner102 = ( 1.0 * _Time.y * _Displacment + uv_Vertex_offset);
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o.ase_texcoord3.xy = v.ase_texcoord.xy;
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o.ase_color = v.ase_color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord3.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = ( tex2Dlod( _Vertex_offset, float4( panner102, 0, 0.0) ) * float4( v.ase_normal , 0.0 ) * _displacment_Intensity ).rgb;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float4 positionCS = TransformWorldToHClip( positionWS );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.worldPos = positionWS;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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#ifdef ASE_FOG
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o.fogFactor = ComputeFogFactor( positionCS.z );
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#endif
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o.clipPos = positionCS;
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return o;
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}
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#if defined(TESSELLATION_ON)
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struct VertexControl
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{
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float4 vertex : INTERNALTESSPOS;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct TessellationFactors
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{
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float edge[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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VertexControl vert ( VertexInput v )
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{
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VertexControl o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = v.vertex;
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o.ase_normal = v.ase_normal;
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o.ase_texcoord = v.ase_texcoord;
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o.ase_color = v.ase_color;
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return o;
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}
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TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
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{
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TessellationFactors o;
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float4 tf = 1;
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float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
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float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
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#if defined(ASE_FIXED_TESSELLATION)
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tf = FixedTess( tessValue );
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#elif defined(ASE_DISTANCE_TESSELLATION)
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tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
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#elif defined(ASE_LENGTH_TESSELLATION)
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tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
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#elif defined(ASE_LENGTH_CULL_TESSELLATION)
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tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
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#endif
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o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
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return o;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("TessellationFunction")]
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[outputcontrolpoints(3)]
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VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
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{
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return patch[id];
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}
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[domain("tri")]
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VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
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{
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VertexInput o = (VertexInput) 0;
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o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
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o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
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o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
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o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
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#if defined(ASE_PHONG_TESSELLATION)
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float3 pp[3];
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for (int i = 0; i < 3; ++i)
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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));
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float phongStrength = _TessPhongStrength;
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o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
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#endif
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UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
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return VertexFunction(o);
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}
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#else
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VertexOutput vert ( VertexInput v )
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{
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return VertexFunction( v );
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}
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#endif
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half4 frag ( VertexOutput IN ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 WorldPosition = IN.worldPos;
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#endif
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float4 ShadowCoords = float4( 0, 0, 0, 0 );
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#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 "Hidden/InternalErrorShader"
|
|
|
|
}
|
|
/*ASEBEGIN
|
|
Version=18707
|
|
2143.2;54.4;1612;964.6;2224.186;369.5393;1.611976;True;True
|
|
Node;AmplifyShaderEditor.CommentaryNode;88;-3154.691,-548.5042;Inherit;False;1576.927;477.8428;Turb;10;82;137;135;39;35;36;9;136;91;34;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.CommentaryNode;2;-1523.899,-556.3491;Inherit;False;801.2869;670.6885;Base;8;16;14;13;11;6;4;61;96;;1,1,1,1;0;0
|
|
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WireConnection;112;1;129;4
|
|
WireConnection;135;0;136;0
|
|
WireConnection;135;1;34;2
|
|
WireConnection;82;0;34;0
|
|
WireConnection;82;2;91;0
|
|
WireConnection;125;2;112;0
|
|
WireConnection;137;0;135;0
|
|
WireConnection;137;1;82;0
|
|
WireConnection;96;1;4;4
|
|
WireConnection;96;0;6;0
|
|
WireConnection;133;1;112;0
|
|
WireConnection;133;0;125;0
|
|
WireConnection;107;1;108;0
|
|
WireConnection;107;3;129;1
|
|
WireConnection;107;4;129;2
|
|
WireConnection;9;1;137;0
|
|
WireConnection;8;0;96;0
|
|
WireConnection;8;1;5;0
|
|
WireConnection;84;0;26;0
|
|
WireConnection;84;2;85;0
|
|
WireConnection;110;0;107;0
|
|
WireConnection;110;1;133;0
|
|
WireConnection;41;1;84;0
|
|
WireConnection;90;0;47;0
|
|
WireConnection;90;2;89;0
|
|
WireConnection;86;0;78;0
|
|
WireConnection;86;2;87;0
|
|
WireConnection;10;0;8;0
|
|
WireConnection;10;1;7;0
|
|
WireConnection;35;0;9;1
|
|
WireConnection;35;1;36;0
|
|
WireConnection;115;1;86;0
|
|
WireConnection;115;0;110;0
|
|
WireConnection;12;0;41;1
|
|
WireConnection;12;1;8;0
|
|
WireConnection;12;2;10;0
|
|
WireConnection;39;0;35;0
|
|
WireConnection;39;1;90;0
|
|
WireConnection;61;0;39;0
|
|
WireConnection;66;1;67;0
|
|
WireConnection;94;0;12;0
|
|
WireConnection;102;0;100;0
|
|
WireConnection;102;2;101;0
|
|
WireConnection;71;1;115;0
|
|
WireConnection;97;1;71;4
|
|
WireConnection;97;0;98;0
|
|
WireConnection;11;1;61;0
|
|
WireConnection;70;1;66;1
|
|
WireConnection;70;0;66;4
|
|
WireConnection;104;1;102;0
|
|
WireConnection;93;1;94;0
|
|
WireConnection;93;0;12;0
|
|
WireConnection;17;0;11;4
|
|
WireConnection;17;1;93;0
|
|
WireConnection;17;2;14;4
|
|
WireConnection;17;3;15;0
|
|
WireConnection;17;4;70;0
|
|
WireConnection;17;5;97;0
|
|
WireConnection;17;6;99;4
|
|
WireConnection;106;0;104;0
|
|
WireConnection;106;1;103;0
|
|
WireConnection;106;2;105;0
|
|
WireConnection;16;0;11;0
|
|
WireConnection;16;1;14;0
|
|
WireConnection;16;2;13;0
|
|
WireConnection;16;3;4;0
|
|
WireConnection;16;4;71;0
|
|
WireConnection;139;2;16;0
|
|
WireConnection;139;3;17;0
|
|
WireConnection;139;5;106;0
|
|
ASEEND*/
|
|
//CHKSM=D8CF360349DC2FA646207CE69EF30309563079F4 |