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2235 lines
84 KiB
GLSL
2235 lines
84 KiB
GLSL
Shader "Ciconia Studio/CS_Glass/URP/Glass"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[Space(15)][Header(Global Properties )][Space(10)]_TilingX("Tiling X", Float) = 0
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_TilingY("Tiling Y", Float) = 0
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[Space(10)]_OffsetX("Offset X", Float) = 0
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_OffsetY("Offset Y", Float) = 0
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[Space(15)]
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[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull Mode", Float) = 2 //"Back"
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[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On"
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[Space(10)][Header(Main Properties)][Space(15)]_Color("Color", Color) = (0,0,0,0)
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[Space(10)]_MainTex("Albedo -->(Mask A)", 2D) = "white" {}
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_Saturation("Saturation", Float) = 0
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_Brightness("Brightness", Range( 1 , 8)) = 1
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[Space(35)]_MetallicGlossMap("Metallic(RoughA)", 2D) = "white" {}
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_Metallic("Metallic", Range( 0 , 2)) = 0.2
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_Glossiness("Smoothness", Range( 0 , 1)) = 0.5
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[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Scale", Float) = 0.3
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_Refraction("Refraction", Range( 0 , 2)) = 1.1
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[Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {}
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_AoIntensity("Ao Intensity", Range( 0 , 2)) = 0
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[Space(45)][Header(Self Illumination)][Space(15)]_Intensity("Intensity", Range( 1 , 10)) = 1
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[Space(45)][Header(Reflection Properties) ][Space(15)]_ColorCubemap("Color ", Color) = (1,1,1,1)
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[HDR]_CubeMap("Cube Map", CUBE) = "black" {}
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_ReflectionIntensity("Reflection Intensity", Float) = 1
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_BlurReflection("Blur", Range( 0 , 8)) = 0
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[Space(15)]_ColorFresnel1("Color Fresnel", Color) = (1,1,1,0)
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[ToggleOff(_USECUBEMAP_OFF)] _UseCubemap("Use Cubemap", Float) = 1
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_FresnelStrength("Fresnel Strength", Range( 0 , 8)) = 0
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_PowerFresnel("Power", Float) = 1
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[Space(45)][Header(Transparency Properties)][Space(15)]_Opacity("Opacity", Range( 0 , 1)) = 1
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[Space(10)][Toggle]_UseAlbedoA1("Use AlbedoA", Float) = 0
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[Toggle]_InvertAlbedoA1("Invert", Float) = 0
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[Space(10)][Toggle]_UseSmoothness("Use Smoothness", Float) = 0
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[Space(10)][Toggle]_FalloffOpacity("Falloff Opacity", Float) = 0
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[Toggle]_Invert("Invert", Float) = 0
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[Space(10)]_FalloffOpacityIntensity("Falloff Intensity", Range( 0 , 1)) = 1
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_PowerFalloffOpacity("Power", Float) = 1
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[Space(45)][Header(Fade Properties)][Space(15)]_Fade("Fade", Range( 0 , 1)) = 0.2
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[Space(10)][Toggle]_FalloffFade1("Exclude Decal", Float) = 0
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[Space(10)][Toggle]_FalloffFade("Falloff", Float) = 0
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[Toggle]_InvertFresnelFade("Invert", Float) = 0
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[Space(10)]_GradientFade("Falloff Intensity", Range( 0 , 1)) = 1
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_PowerFalloffFade("Power", Float) = 1
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[Space(45)][Header(Decal Properties)][Space(15)]_ColorDecal("Color -->(Transparency A)", Color) = (1,1,1,1)
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[Space(10)]_DetailAlbedoMap("Decal Map -->(Mask A)", 2D) = "black" {}
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_SaturationDecal("Saturation", Float) = 0
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[Space(20)]_MetallicDecal("Metallic", Range( 0 , 2)) = 0.2
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_GlossinessDecal("Smoothness", Range( 0 , 1)) = 0.5
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_ReflectionDecal("Reflection", Range( 0 , 1)) = 0
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[Space(35)]_DetailNormalMap("Normal Map", 2D) = "bump" {}
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_BumpScaleDecal("Scale", Range( 0 , 5)) = 0.1
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_BumpScaleDecal1("NormalBlend", Range( 0 , 1)) = 0
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[Space(25)]_Rotation("Rotation", Float) = 0
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[HDR][Space(35)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
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_EmissiveIntensity("Emissive Intensity", Range( 0 , 2)) = 1
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[HideInInspector]_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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[HideInInspector]_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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[HideInInspector]_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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[HideInInspector]_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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[HideInInspector]_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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[HideInInspector]_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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[HideInInspector]_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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[HideInInspector]_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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[HideInInspector]_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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[HideInInspector]_TessMin( "Tess Min Distance", Float ) = 10
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[HideInInspector]_TessMax( "Tess Max Distance", Float ) = 25
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[HideInInspector]_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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[HideInInspector]_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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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLINCLUDE
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#pragma target 2.0
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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 OneMinusSrcAlpha , One OneMinusSrcAlpha
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ZWrite On
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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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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 999999
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#define REQUIRE_OPAQUE_TEXTURE 1
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS_FORWARD
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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_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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#pragma shader_feature_local _USECUBEMAP_OFF
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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_tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 ase_texcoord : TEXCOORD0;
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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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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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float4 ase_texcoord7 : TEXCOORD7;
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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 _EmissionColor;
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float4 _ColorCubemap;
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float4 _ColorFresnel1;
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float4 _MetallicGlossMap_ST;
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float4 _DetailNormalMap_ST;
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float4 _OcclusionMap_ST;
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float4 _DetailAlbedoMap_ST;
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float4 _ColorDecal;
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float4 _BumpMap_ST;
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float4 _Color;
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float4 _MainTex_ST;
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float _FalloffFade1;
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float _Intensity;
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float _Opacity;
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float _Invert;
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float _FalloffOpacityIntensity;
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float _PowerFalloffOpacity;
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float _AoIntensity;
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float _InvertAlbedoA1;
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float _Metallic;
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float _Fade;
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float _MetallicDecal;
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float _FalloffOpacity;
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float _Glossiness;
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float _GlossinessDecal;
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float _FalloffFade;
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float _InvertFresnelFade;
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float _UseAlbedoA1;
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float _Brightness;
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float _Refraction;
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float _TilingX;
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float _TilingY;
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float _OffsetX;
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float _OffsetY;
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float _Saturation;
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float _Rotation;
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float _SaturationDecal;
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float _BumpScale;
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float _BumpScaleDecal;
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float _BumpScaleDecal1;
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float _FresnelStrength;
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float _PowerFresnel;
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float _BlurReflection;
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float _ReflectionIntensity;
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float _ReflectionDecal;
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float _GradientFade;
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float _EmissiveIntensity;
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float _UseSmoothness;
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float _PowerFalloffFade;
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#ifdef _TRANSMISSION_ASE
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float _TransmissionShadow;
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#endif
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#ifdef _TRANSLUCENCY_ASE
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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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 _MainTex;
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sampler2D _DetailAlbedoMap;
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sampler2D _BumpMap;
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sampler2D _DetailNormalMap;
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samplerCUBE _CubeMap;
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sampler2D _MetallicGlossMap;
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sampler2D _OcclusionMap;
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float4 CalculateContrast( float contrastValue, float4 colorTarget )
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{
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float t = 0.5 * ( 1.0 - contrastValue );
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return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
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}
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inline float4 ASE_ComputeGrabScreenPos( float4 pos )
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{
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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float4 o = pos;
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o.y = pos.w * 0.5f;
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o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
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return o;
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}
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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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o.ase_texcoord7.xyz = v.ase_texcoord.xyz;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord7.w = 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 = defaultVertexValue;
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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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float3 positionVS = TransformWorldToView( positionWS );
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float4 positionCS = TransformWorldToHClip( positionWS );
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|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
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_tangent = v.ase_tangent;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
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_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
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
|
|
|
|
#if SHADER_HINT_NICE_QUALITY
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
#endif
|
|
|
|
float2 uv0_MainTex = IN.ase_texcoord7.xyz * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
float temp_output_2_0_g10 = uv0_MainTex.x;
|
|
float GlobalTilingX281 = _TilingX;
|
|
float temp_output_21_0_g10 = uv0_MainTex.y;
|
|
float GlobalTilingY282 = _TilingY;
|
|
float2 appendResult14_g10 = (float2(( temp_output_2_0_g10 * GlobalTilingX281 ) , ( temp_output_21_0_g10 * GlobalTilingY282 )));
|
|
float GlobalOffsetX541 = _OffsetX;
|
|
float GlobalOffsetY540 = _OffsetY;
|
|
float2 appendResult13_g10 = (float2(( temp_output_2_0_g10 + GlobalOffsetX541 ) , ( temp_output_21_0_g10 + GlobalOffsetY540 )));
|
|
float4 tex2DNode76 = tex2D( _MainTex, ( appendResult14_g10 + appendResult13_g10 ) );
|
|
float4 temp_output_297_0 = ( _Color * tex2DNode76 );
|
|
float clampResult239 = clamp( _Saturation , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor211 = temp_output_297_0.rgb;
|
|
float desaturateDot211 = dot( desaturateInitialColor211, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar211 = lerp( desaturateInitialColor211, desaturateDot211.xxx, -clampResult239 );
|
|
float4 temp_output_303_0 = CalculateContrast(_Brightness,float4( desaturateVar211 , 0.0 ));
|
|
float2 uv0_DetailAlbedoMap = IN.ase_texcoord7.xyz.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
|
float cos400 = cos( radians( _Rotation ) );
|
|
float sin400 = sin( radians( _Rotation ) );
|
|
float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 );
|
|
float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 );
|
|
float clampResult235 = clamp( _SaturationDecal , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor203 = tex2DNode181.rgb;
|
|
float desaturateDot203 = dot( desaturateInitialColor203, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar203 = lerp( desaturateInitialColor203, desaturateDot203.xxx, -clampResult235 );
|
|
float4 Decal248 = ( _ColorDecal * float4( desaturateVar203 , 0.0 ) );
|
|
float DecalOpacity251 = _ColorDecal.a;
|
|
float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 );
|
|
float4 lerpResult183 = lerp( temp_output_303_0 , Decal248 , DecalMask182);
|
|
float4 AlbedoAmbient117 = lerpResult183;
|
|
|
|
float2 uv0_BumpMap = IN.ase_texcoord7.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
|
float temp_output_2_0_g11 = uv0_BumpMap.x;
|
|
float temp_output_21_0_g11 = uv0_BumpMap.y;
|
|
float2 appendResult14_g11 = (float2(( temp_output_2_0_g11 * GlobalTilingX281 ) , ( temp_output_21_0_g11 * GlobalTilingY282 )));
|
|
float2 appendResult13_g11 = (float2(( temp_output_2_0_g11 + GlobalOffsetX541 ) , ( temp_output_21_0_g11 + GlobalOffsetY540 )));
|
|
float3 tex2DNode2 = UnpackNormalScale( tex2D( _BumpMap, ( appendResult14_g11 + appendResult13_g11 ) ), _BumpScale );
|
|
float2 uv0_DetailNormalMap = IN.ase_texcoord7.xyz.xy * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
|
|
float Rotator_Detailsmaps411 = _Rotation;
|
|
float cos409 = cos( radians( Rotator_Detailsmaps411 ) );
|
|
float sin409 = sin( radians( Rotator_Detailsmaps411 ) );
|
|
float2 rotator409 = mul( uv0_DetailNormalMap - float2( 0.5,0.5 ) , float2x2( cos409 , -sin409 , sin409 , cos409 )) + float2( 0.5,0.5 );
|
|
float3 tex2DNode194 = UnpackNormalScale( tex2D( _DetailNormalMap, rotator409 ), _BumpScaleDecal );
|
|
float3 lerpResult308 = lerp( tex2DNode194 , BlendNormal( tex2DNode2 , tex2DNode194 ) , _BumpScaleDecal1);
|
|
float3 lerpResult192 = lerp( tex2DNode2 , lerpResult308 , DecalMask182);
|
|
float3 Normal101 = lerpResult192;
|
|
|
|
float fresnelNdotV163 = dot( WorldNormal, WorldViewDirection );
|
|
float fresnelNode163 = ( -0.05 + 1.0 * pow( 1.0 - fresnelNdotV163, _PowerFresnel ) );
|
|
float4 clampResult468 = clamp( ( _ColorFresnel1 * fresnelNode163 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 ifLocalVar470 = 0;
|
|
if( 0.0 > _FresnelStrength )
|
|
ifLocalVar470 = float4( ( float3(1,1,1) * fresnelNode163 ) , 0.0 );
|
|
else if( 0.0 < _FresnelStrength )
|
|
ifLocalVar470 = clampResult468;
|
|
float clampResult463 = clamp( _FresnelStrength , -1.0 , 75.0 );
|
|
float3 NormalmapXYZ170 = tex2DNode2;
|
|
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 worldRefl3 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, NormalmapXYZ170 ), dot( tanToWorld1, NormalmapXYZ170 ), dot( tanToWorld2, NormalmapXYZ170 ) ) );
|
|
float4 texCUBENode6 = texCUBElod( _CubeMap, float4( worldRefl3, _BlurReflection) );
|
|
float4 temp_cast_6 = (1.0).xxxx;
|
|
#ifdef _USECUBEMAP_OFF
|
|
float4 staticSwitch461 = temp_cast_6;
|
|
#else
|
|
float4 staticSwitch461 = texCUBENode6;
|
|
#endif
|
|
float4 temp_output_169_0 = ( ( ( ifLocalVar470 * clampResult463 ) * staticSwitch461 ) + ( texCUBENode6 * ( texCUBENode6.a * _ReflectionIntensity ) * _ColorCubemap ) );
|
|
float4 lerpResult292 = lerp( temp_output_169_0 , ( temp_output_169_0 * _ReflectionDecal ) , DecalMask182);
|
|
float4 Cubmap179 = lerpResult292;
|
|
float4 AlbedoDecal_RGB232 = tex2DNode181;
|
|
float4 Emission220 = ( ( _EmissionColor * AlbedoDecal_RGB232 * _EmissiveIntensity ) * DecalMask182 );
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ScreenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float3 normalizedWorldNormal = normalize( WorldNormal );
|
|
float4 fetchOpaqueVal381 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( (( ( Normal101 + mul( float4( normalizedWorldNormal , 0.0 ), UNITY_MATRIX_V ).xyz ) * (-1.0 + (_Refraction - 0.0) * (1.0 - -1.0) / (2.0 - 0.0)) )).xyz , 0.0 ) ).xy ), 1.0 );
|
|
float4 GrabSreenRefraction385 = fetchOpaqueVal381;
|
|
float lerpResult483 = lerp( 0.0 , _Intensity , _Opacity);
|
|
float lerpResult68 = lerp( -3.0 , 0.0 , _FalloffOpacityIntensity);
|
|
float fresnelNdotV25 = dot( WorldNormal, WorldViewDirection );
|
|
float fresnelNode25 = ( lerpResult68 + _PowerFalloffOpacity * pow( 1.0 - fresnelNdotV25, (( 1.0 + -lerpResult483 ) + (1.0 - 0.0) * (lerpResult483 - ( 1.0 + -lerpResult483 )) / (1.0 - 0.0)) ) );
|
|
float clampResult45 = clamp( (( _Invert )?( ( 1.0 - fresnelNode25 ) ):( fresnelNode25 )) , 0.0 , 1.0 );
|
|
float AlbedoA250 = tex2DNode76.a;
|
|
float2 uv0_MetallicGlossMap = IN.ase_texcoord7.xyz.xy * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
|
float temp_output_2_0_g12 = uv0_MetallicGlossMap.x;
|
|
float temp_output_21_0_g12 = uv0_MetallicGlossMap.y;
|
|
float2 appendResult14_g12 = (float2(( temp_output_2_0_g12 * GlobalTilingX281 ) , ( temp_output_21_0_g12 * GlobalTilingY282 )));
|
|
float2 appendResult13_g12 = (float2(( temp_output_2_0_g12 + GlobalOffsetX541 ) , ( temp_output_21_0_g12 + GlobalOffsetY540 )));
|
|
float4 tex2DNode123 = tex2D( _MetallicGlossMap, ( appendResult14_g12 + appendResult13_g12 ) );
|
|
float RougnessA370 = tex2DNode123.a;
|
|
float lerpResult189 = lerp( (( _UseSmoothness )?( ( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) * RougnessA370 ) ):( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) )) , 1.0 , DecalMask182);
|
|
float Opacity87 = lerpResult189;
|
|
float4 lerpResult396 = lerp( ( Cubmap179 + Emission220 + ( GrabSreenRefraction385 * ( 1.0 - Opacity87 ) ) ) , ( Cubmap179 + Emission220 ) , DecalMask182);
|
|
|
|
float lerpResult264 = lerp( ( _Metallic * tex2DNode123.r ) , _MetallicDecal , DecalMask182);
|
|
float Metallic110 = lerpResult264;
|
|
|
|
float lerpResult185 = lerp( ( tex2DNode123.a * _Glossiness ) , ( tex2DNode123.a * _GlossinessDecal ) , DecalMask182);
|
|
float Roughness111 = lerpResult185;
|
|
|
|
float2 uv0_OcclusionMap = IN.ase_texcoord7.xyz.xy * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
|
|
float temp_output_2_0_g13 = uv0_OcclusionMap.x;
|
|
float temp_output_21_0_g13 = uv0_OcclusionMap.y;
|
|
float2 appendResult14_g13 = (float2(( temp_output_2_0_g13 * GlobalTilingX281 ) , ( temp_output_21_0_g13 * GlobalTilingY282 )));
|
|
float2 appendResult13_g13 = (float2(( temp_output_2_0_g13 + GlobalOffsetX541 ) , ( temp_output_21_0_g13 + GlobalOffsetY540 )));
|
|
float blendOpSrc136 = tex2D( _OcclusionMap, ( appendResult14_g13 + appendResult13_g13 ) ).r;
|
|
float blendOpDest136 = ( 1.0 - _AoIntensity );
|
|
float Occlusion140 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc136 ) * ( 1.0 - blendOpDest136 ) ) ));
|
|
|
|
float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade);
|
|
float fresnelNdotV515 = dot( WorldNormal, WorldViewDirection );
|
|
float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) );
|
|
float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 );
|
|
float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182);
|
|
float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) ));
|
|
|
|
float3 Albedo = AlbedoAmbient117.rgb;
|
|
float3 Normal = Normal101;
|
|
float3 Emission = lerpResult396.rgb;
|
|
float3 Specular = 0.5;
|
|
float Metallic = Metallic110;
|
|
float Smoothness = Roughness111;
|
|
float Occlusion = Occlusion140;
|
|
float Alpha = Fade450;
|
|
float AlphaClipThreshold = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )));
|
|
#else
|
|
#if !SHADER_HINT_NICE_QUALITY
|
|
inputData.normalWS = WorldNormal;
|
|
#else
|
|
inputData.normalWS = normalize( WorldNormal );
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, 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, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#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
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
|
|
HLSLPROGRAM
|
|
#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 999999
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#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"
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
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;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionColor;
|
|
float4 _ColorCubemap;
|
|
float4 _ColorFresnel1;
|
|
float4 _MetallicGlossMap_ST;
|
|
float4 _DetailNormalMap_ST;
|
|
float4 _OcclusionMap_ST;
|
|
float4 _DetailAlbedoMap_ST;
|
|
float4 _ColorDecal;
|
|
float4 _BumpMap_ST;
|
|
float4 _Color;
|
|
float4 _MainTex_ST;
|
|
float _FalloffFade1;
|
|
float _Intensity;
|
|
float _Opacity;
|
|
float _Invert;
|
|
float _FalloffOpacityIntensity;
|
|
float _PowerFalloffOpacity;
|
|
float _AoIntensity;
|
|
float _InvertAlbedoA1;
|
|
float _Metallic;
|
|
float _Fade;
|
|
float _MetallicDecal;
|
|
float _FalloffOpacity;
|
|
float _Glossiness;
|
|
float _GlossinessDecal;
|
|
float _FalloffFade;
|
|
float _InvertFresnelFade;
|
|
float _UseAlbedoA1;
|
|
float _Brightness;
|
|
float _Refraction;
|
|
float _TilingX;
|
|
float _TilingY;
|
|
float _OffsetX;
|
|
float _OffsetY;
|
|
float _Saturation;
|
|
float _Rotation;
|
|
float _SaturationDecal;
|
|
float _BumpScale;
|
|
float _BumpScaleDecal;
|
|
float _BumpScaleDecal1;
|
|
float _FresnelStrength;
|
|
float _PowerFresnel;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _ReflectionDecal;
|
|
float _GradientFade;
|
|
float _EmissiveIntensity;
|
|
float _UseSmoothness;
|
|
float _PowerFalloffFade;
|
|
#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 _DetailAlbedoMap;
|
|
|
|
|
|
|
|
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 );
|
|
|
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord2.xyz = ase_worldNormal;
|
|
|
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.w = 0;
|
|
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 = 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;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
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;
|
|
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;
|
|
#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
|
|
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 ase_worldNormal = IN.ase_texcoord2.xyz;
|
|
float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade);
|
|
float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) );
|
|
float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 );
|
|
float2 uv0_DetailAlbedoMap = IN.ase_texcoord3.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
|
float cos400 = cos( radians( _Rotation ) );
|
|
float sin400 = sin( radians( _Rotation ) );
|
|
float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 );
|
|
float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 );
|
|
float DecalOpacity251 = _ColorDecal.a;
|
|
float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 );
|
|
float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182);
|
|
float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) ));
|
|
|
|
float Alpha = Fade450;
|
|
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
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
#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 999999
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#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"
|
|
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
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;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionColor;
|
|
float4 _ColorCubemap;
|
|
float4 _ColorFresnel1;
|
|
float4 _MetallicGlossMap_ST;
|
|
float4 _DetailNormalMap_ST;
|
|
float4 _OcclusionMap_ST;
|
|
float4 _DetailAlbedoMap_ST;
|
|
float4 _ColorDecal;
|
|
float4 _BumpMap_ST;
|
|
float4 _Color;
|
|
float4 _MainTex_ST;
|
|
float _FalloffFade1;
|
|
float _Intensity;
|
|
float _Opacity;
|
|
float _Invert;
|
|
float _FalloffOpacityIntensity;
|
|
float _PowerFalloffOpacity;
|
|
float _AoIntensity;
|
|
float _InvertAlbedoA1;
|
|
float _Metallic;
|
|
float _Fade;
|
|
float _MetallicDecal;
|
|
float _FalloffOpacity;
|
|
float _Glossiness;
|
|
float _GlossinessDecal;
|
|
float _FalloffFade;
|
|
float _InvertFresnelFade;
|
|
float _UseAlbedoA1;
|
|
float _Brightness;
|
|
float _Refraction;
|
|
float _TilingX;
|
|
float _TilingY;
|
|
float _OffsetX;
|
|
float _OffsetY;
|
|
float _Saturation;
|
|
float _Rotation;
|
|
float _SaturationDecal;
|
|
float _BumpScale;
|
|
float _BumpScaleDecal;
|
|
float _BumpScaleDecal1;
|
|
float _FresnelStrength;
|
|
float _PowerFresnel;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _ReflectionDecal;
|
|
float _GradientFade;
|
|
float _EmissiveIntensity;
|
|
float _UseSmoothness;
|
|
float _PowerFalloffFade;
|
|
#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 _DetailAlbedoMap;
|
|
|
|
|
|
|
|
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_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord2.xyz = ase_worldNormal;
|
|
|
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.w = 0;
|
|
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 = 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;
|
|
|
|
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;
|
|
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;
|
|
#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
|
|
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 ase_worldNormal = IN.ase_texcoord2.xyz;
|
|
float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade);
|
|
float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) );
|
|
float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 );
|
|
float2 uv0_DetailAlbedoMap = IN.ase_texcoord3.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
|
float cos400 = cos( radians( _Rotation ) );
|
|
float sin400 = sin( radians( _Rotation ) );
|
|
float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 );
|
|
float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 );
|
|
float DecalOpacity251 = _ColorDecal.a;
|
|
float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 );
|
|
float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182);
|
|
float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) ));
|
|
|
|
float Alpha = Fade450;
|
|
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
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#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 999999
|
|
#define REQUIRE_OPAQUE_TEXTURE 1
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#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_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#pragma shader_feature_local _USECUBEMAP_OFF
|
|
|
|
|
|
#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 _ColorCubemap;
|
|
float4 _ColorFresnel1;
|
|
float4 _MetallicGlossMap_ST;
|
|
float4 _DetailNormalMap_ST;
|
|
float4 _OcclusionMap_ST;
|
|
float4 _DetailAlbedoMap_ST;
|
|
float4 _ColorDecal;
|
|
float4 _BumpMap_ST;
|
|
float4 _Color;
|
|
float4 _MainTex_ST;
|
|
float _FalloffFade1;
|
|
float _Intensity;
|
|
float _Opacity;
|
|
float _Invert;
|
|
float _FalloffOpacityIntensity;
|
|
float _PowerFalloffOpacity;
|
|
float _AoIntensity;
|
|
float _InvertAlbedoA1;
|
|
float _Metallic;
|
|
float _Fade;
|
|
float _MetallicDecal;
|
|
float _FalloffOpacity;
|
|
float _Glossiness;
|
|
float _GlossinessDecal;
|
|
float _FalloffFade;
|
|
float _InvertFresnelFade;
|
|
float _UseAlbedoA1;
|
|
float _Brightness;
|
|
float _Refraction;
|
|
float _TilingX;
|
|
float _TilingY;
|
|
float _OffsetX;
|
|
float _OffsetY;
|
|
float _Saturation;
|
|
float _Rotation;
|
|
float _SaturationDecal;
|
|
float _BumpScale;
|
|
float _BumpScaleDecal;
|
|
float _BumpScaleDecal1;
|
|
float _FresnelStrength;
|
|
float _PowerFresnel;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _ReflectionDecal;
|
|
float _GradientFade;
|
|
float _EmissiveIntensity;
|
|
float _UseSmoothness;
|
|
float _PowerFalloffFade;
|
|
#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 _MainTex;
|
|
sampler2D _DetailAlbedoMap;
|
|
samplerCUBE _CubeMap;
|
|
sampler2D _BumpMap;
|
|
sampler2D _DetailNormalMap;
|
|
sampler2D _MetallicGlossMap;
|
|
|
|
|
|
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 );
|
|
}
|
|
inline float4 ASE_ComputeGrabScreenPos( float4 pos )
|
|
{
|
|
#if UNITY_UV_STARTS_AT_TOP
|
|
float scale = -1.0;
|
|
#else
|
|
float scale = 1.0;
|
|
#endif
|
|
float4 o = pos;
|
|
o.y = pos.w * 0.5f;
|
|
o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
|
|
return o;
|
|
}
|
|
|
|
|
|
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_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord3.xyz = ase_worldNormal;
|
|
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
|
o.ase_texcoord4.xyz = ase_worldTangent;
|
|
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;
|
|
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
|
|
float4 screenPos = ComputeScreenPos(ase_clipPos);
|
|
o.ase_texcoord6 = screenPos;
|
|
|
|
o.ase_texcoord2.xyz = v.ase_texcoord.xyz;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.w = 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 );
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
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.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_tangent = v.ase_tangent;
|
|
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.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 ) : 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 uv0_MainTex = IN.ase_texcoord2.xyz * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
float temp_output_2_0_g10 = uv0_MainTex.x;
|
|
float GlobalTilingX281 = _TilingX;
|
|
float temp_output_21_0_g10 = uv0_MainTex.y;
|
|
float GlobalTilingY282 = _TilingY;
|
|
float2 appendResult14_g10 = (float2(( temp_output_2_0_g10 * GlobalTilingX281 ) , ( temp_output_21_0_g10 * GlobalTilingY282 )));
|
|
float GlobalOffsetX541 = _OffsetX;
|
|
float GlobalOffsetY540 = _OffsetY;
|
|
float2 appendResult13_g10 = (float2(( temp_output_2_0_g10 + GlobalOffsetX541 ) , ( temp_output_21_0_g10 + GlobalOffsetY540 )));
|
|
float4 tex2DNode76 = tex2D( _MainTex, ( appendResult14_g10 + appendResult13_g10 ) );
|
|
float4 temp_output_297_0 = ( _Color * tex2DNode76 );
|
|
float clampResult239 = clamp( _Saturation , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor211 = temp_output_297_0.rgb;
|
|
float desaturateDot211 = dot( desaturateInitialColor211, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar211 = lerp( desaturateInitialColor211, desaturateDot211.xxx, -clampResult239 );
|
|
float4 temp_output_303_0 = CalculateContrast(_Brightness,float4( desaturateVar211 , 0.0 ));
|
|
float2 uv0_DetailAlbedoMap = IN.ase_texcoord2.xyz.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
|
float cos400 = cos( radians( _Rotation ) );
|
|
float sin400 = sin( radians( _Rotation ) );
|
|
float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 );
|
|
float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 );
|
|
float clampResult235 = clamp( _SaturationDecal , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor203 = tex2DNode181.rgb;
|
|
float desaturateDot203 = dot( desaturateInitialColor203, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar203 = lerp( desaturateInitialColor203, desaturateDot203.xxx, -clampResult235 );
|
|
float4 Decal248 = ( _ColorDecal * float4( desaturateVar203 , 0.0 ) );
|
|
float DecalOpacity251 = _ColorDecal.a;
|
|
float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 );
|
|
float4 lerpResult183 = lerp( temp_output_303_0 , Decal248 , DecalMask182);
|
|
float4 AlbedoAmbient117 = lerpResult183;
|
|
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 ase_worldNormal = IN.ase_texcoord3.xyz;
|
|
float fresnelNdotV163 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode163 = ( -0.05 + 1.0 * pow( 1.0 - fresnelNdotV163, _PowerFresnel ) );
|
|
float4 clampResult468 = clamp( ( _ColorFresnel1 * fresnelNode163 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 ifLocalVar470 = 0;
|
|
if( 0.0 > _FresnelStrength )
|
|
ifLocalVar470 = float4( ( float3(1,1,1) * fresnelNode163 ) , 0.0 );
|
|
else if( 0.0 < _FresnelStrength )
|
|
ifLocalVar470 = clampResult468;
|
|
float clampResult463 = clamp( _FresnelStrength , -1.0 , 75.0 );
|
|
float2 uv0_BumpMap = IN.ase_texcoord2.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
|
float temp_output_2_0_g11 = uv0_BumpMap.x;
|
|
float temp_output_21_0_g11 = uv0_BumpMap.y;
|
|
float2 appendResult14_g11 = (float2(( temp_output_2_0_g11 * GlobalTilingX281 ) , ( temp_output_21_0_g11 * GlobalTilingY282 )));
|
|
float2 appendResult13_g11 = (float2(( temp_output_2_0_g11 + GlobalOffsetX541 ) , ( temp_output_21_0_g11 + GlobalOffsetY540 )));
|
|
float3 tex2DNode2 = UnpackNormalScale( tex2D( _BumpMap, ( appendResult14_g11 + appendResult13_g11 ) ), _BumpScale );
|
|
float3 NormalmapXYZ170 = tex2DNode2;
|
|
float3 ase_worldTangent = 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 worldRefl3 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, NormalmapXYZ170 ), dot( tanToWorld1, NormalmapXYZ170 ), dot( tanToWorld2, NormalmapXYZ170 ) ) );
|
|
float4 texCUBENode6 = texCUBElod( _CubeMap, float4( worldRefl3, _BlurReflection) );
|
|
float4 temp_cast_6 = (1.0).xxxx;
|
|
#ifdef _USECUBEMAP_OFF
|
|
float4 staticSwitch461 = temp_cast_6;
|
|
#else
|
|
float4 staticSwitch461 = texCUBENode6;
|
|
#endif
|
|
float4 temp_output_169_0 = ( ( ( ifLocalVar470 * clampResult463 ) * staticSwitch461 ) + ( texCUBENode6 * ( texCUBENode6.a * _ReflectionIntensity ) * _ColorCubemap ) );
|
|
float4 lerpResult292 = lerp( temp_output_169_0 , ( temp_output_169_0 * _ReflectionDecal ) , DecalMask182);
|
|
float4 Cubmap179 = lerpResult292;
|
|
float4 AlbedoDecal_RGB232 = tex2DNode181;
|
|
float4 Emission220 = ( ( _EmissionColor * AlbedoDecal_RGB232 * _EmissiveIntensity ) * DecalMask182 );
|
|
float4 screenPos = IN.ase_texcoord6;
|
|
float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
|
|
float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
|
|
float2 uv0_DetailNormalMap = IN.ase_texcoord2.xyz.xy * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
|
|
float Rotator_Detailsmaps411 = _Rotation;
|
|
float cos409 = cos( radians( Rotator_Detailsmaps411 ) );
|
|
float sin409 = sin( radians( Rotator_Detailsmaps411 ) );
|
|
float2 rotator409 = mul( uv0_DetailNormalMap - float2( 0.5,0.5 ) , float2x2( cos409 , -sin409 , sin409 , cos409 )) + float2( 0.5,0.5 );
|
|
float3 tex2DNode194 = UnpackNormalScale( tex2D( _DetailNormalMap, rotator409 ), _BumpScaleDecal );
|
|
float3 lerpResult308 = lerp( tex2DNode194 , BlendNormal( tex2DNode2 , tex2DNode194 ) , _BumpScaleDecal1);
|
|
float3 lerpResult192 = lerp( tex2DNode2 , lerpResult308 , DecalMask182);
|
|
float3 Normal101 = lerpResult192;
|
|
float3 normalizedWorldNormal = normalize( ase_worldNormal );
|
|
float4 fetchOpaqueVal381 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( (ase_grabScreenPosNorm).xyzw + float4( (( ( Normal101 + mul( float4( normalizedWorldNormal , 0.0 ), UNITY_MATRIX_V ).xyz ) * (-1.0 + (_Refraction - 0.0) * (1.0 - -1.0) / (2.0 - 0.0)) )).xyz , 0.0 ) ).xy ), 1.0 );
|
|
float4 GrabSreenRefraction385 = fetchOpaqueVal381;
|
|
float lerpResult483 = lerp( 0.0 , _Intensity , _Opacity);
|
|
float lerpResult68 = lerp( -3.0 , 0.0 , _FalloffOpacityIntensity);
|
|
float fresnelNdotV25 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode25 = ( lerpResult68 + _PowerFalloffOpacity * pow( 1.0 - fresnelNdotV25, (( 1.0 + -lerpResult483 ) + (1.0 - 0.0) * (lerpResult483 - ( 1.0 + -lerpResult483 )) / (1.0 - 0.0)) ) );
|
|
float clampResult45 = clamp( (( _Invert )?( ( 1.0 - fresnelNode25 ) ):( fresnelNode25 )) , 0.0 , 1.0 );
|
|
float AlbedoA250 = tex2DNode76.a;
|
|
float2 uv0_MetallicGlossMap = IN.ase_texcoord2.xyz.xy * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
|
|
float temp_output_2_0_g12 = uv0_MetallicGlossMap.x;
|
|
float temp_output_21_0_g12 = uv0_MetallicGlossMap.y;
|
|
float2 appendResult14_g12 = (float2(( temp_output_2_0_g12 * GlobalTilingX281 ) , ( temp_output_21_0_g12 * GlobalTilingY282 )));
|
|
float2 appendResult13_g12 = (float2(( temp_output_2_0_g12 + GlobalOffsetX541 ) , ( temp_output_21_0_g12 + GlobalOffsetY540 )));
|
|
float4 tex2DNode123 = tex2D( _MetallicGlossMap, ( appendResult14_g12 + appendResult13_g12 ) );
|
|
float RougnessA370 = tex2DNode123.a;
|
|
float lerpResult189 = lerp( (( _UseSmoothness )?( ( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) * RougnessA370 ) ):( (( _UseAlbedoA1 )?( ( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) * (( _InvertAlbedoA1 )?( ( 1.0 - AlbedoA250 ) ):( AlbedoA250 )) ) ):( (( _FalloffOpacity )?( clampResult45 ):( ( 1.0 - lerpResult483 ) )) )) )) , 1.0 , DecalMask182);
|
|
float Opacity87 = lerpResult189;
|
|
float4 lerpResult396 = lerp( ( Cubmap179 + Emission220 + ( GrabSreenRefraction385 * ( 1.0 - Opacity87 ) ) ) , ( Cubmap179 + Emission220 ) , DecalMask182);
|
|
|
|
float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade);
|
|
float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) );
|
|
float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 );
|
|
float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182);
|
|
float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) ));
|
|
|
|
|
|
float3 Albedo = AlbedoAmbient117.rgb;
|
|
float3 Emission = lerpResult396.rgb;
|
|
float Alpha = Fade450;
|
|
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 SrcAlpha OneMinusSrcAlpha , One OneMinusSrcAlpha
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
#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 999999
|
|
|
|
#pragma enable_d3d11_debug_symbols
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#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_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
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;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionColor;
|
|
float4 _ColorCubemap;
|
|
float4 _ColorFresnel1;
|
|
float4 _MetallicGlossMap_ST;
|
|
float4 _DetailNormalMap_ST;
|
|
float4 _OcclusionMap_ST;
|
|
float4 _DetailAlbedoMap_ST;
|
|
float4 _ColorDecal;
|
|
float4 _BumpMap_ST;
|
|
float4 _Color;
|
|
float4 _MainTex_ST;
|
|
float _FalloffFade1;
|
|
float _Intensity;
|
|
float _Opacity;
|
|
float _Invert;
|
|
float _FalloffOpacityIntensity;
|
|
float _PowerFalloffOpacity;
|
|
float _AoIntensity;
|
|
float _InvertAlbedoA1;
|
|
float _Metallic;
|
|
float _Fade;
|
|
float _MetallicDecal;
|
|
float _FalloffOpacity;
|
|
float _Glossiness;
|
|
float _GlossinessDecal;
|
|
float _FalloffFade;
|
|
float _InvertFresnelFade;
|
|
float _UseAlbedoA1;
|
|
float _Brightness;
|
|
float _Refraction;
|
|
float _TilingX;
|
|
float _TilingY;
|
|
float _OffsetX;
|
|
float _OffsetY;
|
|
float _Saturation;
|
|
float _Rotation;
|
|
float _SaturationDecal;
|
|
float _BumpScale;
|
|
float _BumpScaleDecal;
|
|
float _BumpScaleDecal1;
|
|
float _FresnelStrength;
|
|
float _PowerFresnel;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _ReflectionDecal;
|
|
float _GradientFade;
|
|
float _EmissiveIntensity;
|
|
float _UseSmoothness;
|
|
float _PowerFalloffFade;
|
|
#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 _MainTex;
|
|
sampler2D _DetailAlbedoMap;
|
|
|
|
|
|
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_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord3.xyz = ase_worldNormal;
|
|
|
|
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;
|
|
|
|
#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;
|
|
|
|
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;
|
|
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;
|
|
#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 uv0_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
float temp_output_2_0_g10 = uv0_MainTex.x;
|
|
float GlobalTilingX281 = _TilingX;
|
|
float temp_output_21_0_g10 = uv0_MainTex.y;
|
|
float GlobalTilingY282 = _TilingY;
|
|
float2 appendResult14_g10 = (float2(( temp_output_2_0_g10 * GlobalTilingX281 ) , ( temp_output_21_0_g10 * GlobalTilingY282 )));
|
|
float GlobalOffsetX541 = _OffsetX;
|
|
float GlobalOffsetY540 = _OffsetY;
|
|
float2 appendResult13_g10 = (float2(( temp_output_2_0_g10 + GlobalOffsetX541 ) , ( temp_output_21_0_g10 + GlobalOffsetY540 )));
|
|
float4 tex2DNode76 = tex2D( _MainTex, ( appendResult14_g10 + appendResult13_g10 ) );
|
|
float4 temp_output_297_0 = ( _Color * tex2DNode76 );
|
|
float clampResult239 = clamp( _Saturation , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor211 = temp_output_297_0.rgb;
|
|
float desaturateDot211 = dot( desaturateInitialColor211, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar211 = lerp( desaturateInitialColor211, desaturateDot211.xxx, -clampResult239 );
|
|
float4 temp_output_303_0 = CalculateContrast(_Brightness,float4( desaturateVar211 , 0.0 ));
|
|
float2 uv0_DetailAlbedoMap = IN.ase_texcoord2.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
|
float cos400 = cos( radians( _Rotation ) );
|
|
float sin400 = sin( radians( _Rotation ) );
|
|
float2 rotator400 = mul( uv0_DetailAlbedoMap - float2( 0.5,0.5 ) , float2x2( cos400 , -sin400 , sin400 , cos400 )) + float2( 0.5,0.5 );
|
|
float4 tex2DNode181 = tex2D( _DetailAlbedoMap, rotator400 );
|
|
float clampResult235 = clamp( _SaturationDecal , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor203 = tex2DNode181.rgb;
|
|
float desaturateDot203 = dot( desaturateInitialColor203, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar203 = lerp( desaturateInitialColor203, desaturateDot203.xxx, -clampResult235 );
|
|
float4 Decal248 = ( _ColorDecal * float4( desaturateVar203 , 0.0 ) );
|
|
float DecalOpacity251 = _ColorDecal.a;
|
|
float DecalMask182 = ( tex2DNode181.a * DecalOpacity251 );
|
|
float4 lerpResult183 = lerp( temp_output_303_0 , Decal248 , DecalMask182);
|
|
float4 AlbedoAmbient117 = lerpResult183;
|
|
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 ase_worldNormal = IN.ase_texcoord3.xyz;
|
|
float lerpResult513 = lerp( -3.0 , 0.0 , _GradientFade);
|
|
float fresnelNdotV515 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode515 = ( lerpResult513 + _PowerFalloffFade * pow( 1.0 - fresnelNdotV515, (( 1.0 + -( 1.0 - _Fade ) ) + (1.0 - 0.0) * (( 1.0 - _Fade ) - ( 1.0 + -( 1.0 - _Fade ) )) / (1.0 - 0.0)) ) );
|
|
float clampResult518 = clamp( (( _InvertFresnelFade )?( ( 1.0 - fresnelNode515 ) ):( fresnelNode515 )) , 0.0 , 1.0 );
|
|
float lerpResult537 = lerp( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) , 1.0 , DecalMask182);
|
|
float Fade450 = (( _FalloffFade1 )?( lerpResult537 ):( (( _FalloffFade )?( clampResult518 ):( ( 1.0 - _Fade ) )) ));
|
|
|
|
|
|
float3 Albedo = AlbedoAmbient117.rgb;
|
|
float Alpha = Fade450;
|
|
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"
|
|
|
|
} |