1711 lines
93 KiB
GLSL
1711 lines
93 KiB
GLSL
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SineVFX/GalaxyMaterials/GalaxyMaterial"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[ASEBegin]_FinalPower("Final Power", Float) = 4
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_NormalTexture("Normal Texture", 2D) = "bump" {}
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_NormalAmount("Normal Amount", Range( 0 , 1)) = 1
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[Toggle(_RIMENABLED_ON)] _RIMENABLED("Rim Enabled", Float) = 1
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_RimAddOrMultiply("Rim Add Or Multiply", Range( 0 , 1)) = 0
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_RimColor("Rim Color", Color) = (1,1,1,1)
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_RimEmissionPower("Rim Emission Power", Float) = 1
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_RimExp("Rim Exp", Range( 0.2 , 10)) = 4
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_RimExp2("Rim Exp 2", Range( 0.2 , 10)) = 2
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_RimNoiseTexture("Rim Noise Texture", 2D) = "white" {}
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_RimNoiseTilingU("Rim Noise Tiling U", Float) = 1
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_RimNoiseTilingV("Rim Noise Tiling V", Float) = 1
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_RimNoiseAmount("Rim Noise Amount", Float) = -2.5
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_RimNoiseRefraction("Rim Noise Refraction", Range( 0 , 1)) = 0
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_RimNoiseScrollSpeed("Rim Noise Scroll Speed", Float) = 0.1
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_RimNoiseTwistAmount("Rim Noise Twist Amount", Range( 0 , 2)) = 0
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[Toggle(_RIMNOISECAENABLED_ON)] _RIMNOISECAENABLED("Rim Noise CA Enabled", Float) = 0
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_RimNoiseCAAmount("Rim Noise CA Amount", Range( 0 , 0.1)) = 0.1
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_RimNoiseCAU("Rim Noise CA U", Range( 0 , 1)) = 1
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_RimNoiseCAV("Rim Noise CA V", Range( 0 , 1)) = 0
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_RimNoiseCARimMaskExp("Rim Noise CA Rim Mask Exp", Range( 0.2 , 8)) = 4
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_RimNoiseDistortionTexture("Rim Noise Distortion Texture", 2D) = "white" {}
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_RimNoiseDistortionTilingU("Rim Noise Distortion Tiling U", Float) = 2
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_RimNoiseDistortionTilingV("Rim Noise Distortion Tiling V", Float) = 4
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_RimNoiseDistortionAmount("Rim Noise Distortion Amount", Float) = 0
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_RimNoiseSpherize("Rim Noise Spherize", Range( 0 , 1)) = 0
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_RimNoiseSpherizePosition("Rim Noise Spherize Position", Vector) = (0,0,0,0)
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_Eta("Eta", Range( -1 , 0)) = -0.1
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_EtaFresnelExp("Eta Fresnel Exp", Range( 1 , 8)) = 3
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_EtaFresnelExp2("Eta Fresnel Exp 2", Range( 1 , 8)) = 1
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_EtaAAEdgesFix("Eta AA Edges Fix", Range( 0 , 0.5)) = 0
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_RotationAxis("Rotation Axis", Vector) = (0,1,0,0)
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_RotationStars("Rotation Stars", Float) = 0
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_RotationClouds("Rotation Clouds", Float) = 0
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_RotationDarkClouds("Rotation Dark Clouds", Float) = 0
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_StarsTexture("Stars Texture", CUBE) = "white" {}
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_StarsEmissionPower("Stars Emission Power", Float) = 4
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_StarsRotationSpeed("Stars Rotation Speed", Float) = 0.1
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_CloudsTexture("Clouds Texture", CUBE) = "black" {}
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_CloudsOpacityPower("Clouds Opacity Power", Float) = 1
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_CloudsOpacityExp("Clouds Opacity Exp", Range( 0.2 , 4)) = 1
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_CloudsEmissionPower("Clouds Emission Power", Float) = 1
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_CloudsRotationSpeed("Clouds Rotation Speed", Float) = 0.1
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_CloudsRamp("Clouds Ramp", 2D) = "white" {}
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_CloudsRampColorTint("Clouds Ramp Color Tint", Color) = (1,1,1,1)
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_CloudsRampOffsetExp("Clouds Ramp Offset Exp", Range( 0.2 , 8)) = 1
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_CloudsRampOffsetExp2("Clouds Ramp Offset Exp 2", Range( 0.2 , 8)) = 1
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[Toggle(_DARKCLOUDSENABLED_ON)] _DARKCLOUDSENABLED("Dark Clouds Enabled", Float) = 0
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_DarkCloudsTexture("Dark Clouds Texture", CUBE) = "white" {}
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_DarkCloudsLighten("Dark Clouds Lighten", Range( 1 , 10)) = 1
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_DarkCloudsThicker("Dark Clouds Thicker", Range( 0.2 , 4)) = 1
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_DarkCloudsRotationSpeed("Dark Clouds Rotation Speed", Float) = 0.1
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[Toggle]_DarkCloudsEdgesGlowStyle("Dark Clouds Edges Glow Style", Float) = 0
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_DarkCloudsEdgesGlowPower("Dark Clouds Edges Glow Power", Float) = 50
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_DarkCloudsEdgesGlowExp("Dark Clouds Edges Glow Exp", Range( 0.2 , 4)) = 1
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[ASEEnd]_DarkCloudsEdgesGlowClamp("Dark Clouds Edges Glow Clamp", Range( 1 , 4)) = 2
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Back
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 2.0
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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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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#endif //ASE_TESS_FUNCS
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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 One Zero, One Zero
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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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#define ASE_SRP_VERSION 70502
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_VERT_NORMAL
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#pragma shader_feature _DARKCLOUDSENABLED_ON
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#pragma shader_feature _RIMENABLED_ON
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#pragma shader_feature _RIMNOISECAENABLED_ON
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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#ifdef ASE_FOG
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float fogFactor : TEXCOORD2;
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#endif
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_texcoord4 : TEXCOORD4;
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float4 ase_texcoord5 : TEXCOORD5;
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float4 ase_texcoord6 : TEXCOORD6;
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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 _RimNoiseSpherizePosition;
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float4 _NormalTexture_ST;
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float4 _RimColor;
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float4 _CloudsRampColorTint;
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float3 _RotationAxis;
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float _RimNoiseCAV;
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float _RimEmissionPower;
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float _RimAddOrMultiply;
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float _CloudsRotationSpeed;
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float _RotationClouds;
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float _CloudsRampOffsetExp;
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float _CloudsRampOffsetExp2;
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float _CloudsEmissionPower;
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float _FinalPower;
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float _CloudsOpacityExp;
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float _CloudsOpacityPower;
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float _DarkCloudsEdgesGlowStyle;
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float _DarkCloudsRotationSpeed;
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float _RotationDarkClouds;
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float _DarkCloudsEdgesGlowExp;
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float _DarkCloudsEdgesGlowPower;
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float _DarkCloudsEdgesGlowClamp;
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float _RimNoiseCARimMaskExp;
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float _RimNoiseCAAmount;
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float _StarsEmissionPower;
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float _DarkCloudsThicker;
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float _StarsRotationSpeed;
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float _RotationStars;
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float _NormalAmount;
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float _Eta;
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float _EtaFresnelExp;
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float _EtaFresnelExp2;
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float _RimNoiseTwistAmount;
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float _RimNoiseTilingV;
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float _RimNoiseSpherize;
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float _RimNoiseTilingU;
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float _RimNoiseScrollSpeed;
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float _RimNoiseDistortionTilingU;
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float _RimNoiseDistortionTilingV;
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float _RimNoiseDistortionAmount;
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float _RimNoiseAmount;
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float _RimExp;
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float _RimExp2;
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float _RimNoiseRefraction;
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float _EtaAAEdgesFix;
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float _RimNoiseCAU;
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float _DarkCloudsLighten;
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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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samplerCUBE _StarsTexture;
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sampler2D _NormalTexture;
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sampler2D _RimNoiseTexture;
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sampler2D _RimNoiseDistortionTexture;
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sampler2D _CloudsRamp;
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samplerCUBE _CloudsTexture;
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samplerCUBE _DarkCloudsTexture;
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float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
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{
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original -= center;
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float C = cos( angle );
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float S = sin( angle );
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float t = 1 - C;
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float m00 = t * u.x * u.x + C;
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float m01 = t * u.x * u.y - S * u.z;
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float m02 = t * u.x * u.z + S * u.y;
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float m10 = t * u.x * u.y + S * u.z;
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float m11 = t * u.y * u.y + C;
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float m12 = t * u.y * u.z - S * u.x;
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float m20 = t * u.x * u.z - S * u.y;
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float m21 = t * u.y * u.z + S * u.x;
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float m22 = t * u.z * u.z + C;
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float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
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return mul( finalMatrix, original ) + center;
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}
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float3 RefractFixed797( float3 V, float3 N, float Eta, float In0 )
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{
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//float d = clamp(dot(N, V) + In0, -1, 0);
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float d = abs(dot(N, V) + In0) * -1;
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float k = 1.0 - Eta * Eta * (1.0 - d * d);
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float3 R = Eta * V - (Eta * d + sqrt(k)) * N;
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return R;
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}
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float3 RefractFixed795( float3 V, float3 N, float Eta, float In0 )
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{
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//float d = clamp(dot(N, V) + In0, -1, 0);
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float d = abs(dot(N, V) + In0) * -1;
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float k = 1.0 - Eta * Eta * (1.0 - d * d);
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float3 R = Eta * V - (Eta * d + sqrt(k)) * N;
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return R;
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}
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float3 RefractFixed796( float3 V, float3 N, float Eta, float In0 )
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{
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//float d = clamp(dot(N, V) + In0, -1, 0);
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float d = abs(dot(N, V) + In0) * -1;
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float k = 1.0 - Eta * Eta * (1.0 - d * d);
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float3 R = Eta * V - (Eta * d + sqrt(k)) * N;
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return R;
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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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float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
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o.ase_texcoord4.xyz = ase_worldTangent;
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float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
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o.ase_texcoord5.xyz = ase_worldNormal;
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float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w;
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float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
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o.ase_texcoord6.xyz = ase_worldBitangent;
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o.ase_texcoord3.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_texcoord3.w = 0;
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o.ase_texcoord4.w = 0;
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o.ase_texcoord5.w = 0;
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o.ase_texcoord6.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
|
|
#ifdef ASE_FOG
|
|
o.fogFactor = ComputeFogFactor( positionCS.z );
|
|
#endif
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_tangent : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_tangent = v.ase_tangent;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_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
|
|
float temp_output_1023_0 = ( ( ( _TimeParameters.x ) * _StarsRotationSpeed ) + _RotationStars );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 rotatedValue646 = RotateAroundAxis( float3( 0,0,0 ), -ase_worldViewDir, normalize( _RotationAxis ), temp_output_1023_0 );
|
|
float3 V797 = rotatedValue646;
|
|
float2 uv_NormalTexture = IN.ase_texcoord3.xyz.xy * _NormalTexture_ST.xy + _NormalTexture_ST.zw;
|
|
float3 lerpResult929 = lerp( float3(0,0,1) , UnpackNormalScale( tex2D( _NormalTexture, uv_NormalTexture ), 1.0f ) , _NormalAmount);
|
|
float3 ase_worldTangent = IN.ase_texcoord4.xyz;
|
|
float3 ase_worldNormal = IN.ase_texcoord5.xyz;
|
|
float3 ase_worldBitangent = IN.ase_texcoord6.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 tanNormal402 = lerpResult929;
|
|
float3 worldNormal402 = float3(dot(tanToWorld0,tanNormal402), dot(tanToWorld1,tanNormal402), dot(tanToWorld2,tanNormal402));
|
|
float3 rotatedValue652 = RotateAroundAxis( float3( 0,0,0 ), worldNormal402, normalize( _RotationAxis ), temp_output_1023_0 );
|
|
float3 N797 = rotatedValue652;
|
|
float fresnelNdotV642 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode642 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV642, _EtaFresnelExp ) );
|
|
float clampResult799 = clamp( fresnelNode642 , 0.0 , 1.0 );
|
|
float clampResult881 = clamp( ( 1.0 - pow( ( 1.0 - clampResult799 ) , _EtaFresnelExp2 ) ) , 0.0 , 1.0 );
|
|
float fresnelNdotV601 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode601 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV601, 1.0 ) );
|
|
float temp_output_190_0 = ( _RimNoiseTwistAmount * fresnelNode601 * _RimNoiseTilingV );
|
|
float3 appendResult997 = (float3(_RimNoiseSpherizePosition.x , _RimNoiseSpherizePosition.y , _RimNoiseSpherizePosition.z));
|
|
float3 objToWorld606 = mul( GetObjectToWorldMatrix(), float4( appendResult997, 1 ) ).xyz;
|
|
float3 normalizeResult499 = normalize( ( WorldPosition - objToWorld606 ) );
|
|
float3 lerpResult602 = lerp( ase_worldNormal , normalizeResult499 , _RimNoiseSpherize);
|
|
float3 worldToViewDir153 = mul( UNITY_MATRIX_V, float4( lerpResult602, 0 ) ).xyz;
|
|
float temp_output_173_0 = (0.0 + (atan2( worldToViewDir153.x , worldToViewDir153.y ) - ( -1.0 * PI )) * (1.0 - 0.0) / (PI - ( -1.0 * PI )));
|
|
float temp_output_927_0 = (0.0 + (max( ( 1.0 - temp_output_173_0 ) , temp_output_173_0 ) - 0.5) * (1.0 - 0.0) / (1.0 - 0.5));
|
|
float temp_output_494_0 = ( temp_output_927_0 * _RimNoiseTilingV );
|
|
float temp_output_178_0 = ( ( fresnelNode601 * _RimNoiseTilingU ) + ( ( _TimeParameters.x ) * _RimNoiseScrollSpeed ) );
|
|
float2 appendResult177 = (float2(( temp_output_190_0 + temp_output_494_0 ) , temp_output_178_0));
|
|
float3 worldToViewDir4 = mul( UNITY_MATRIX_V, float4( worldNormal402, 0 ) ).xyz;
|
|
float2 appendResult939 = (float2(_RimNoiseDistortionTilingU , _RimNoiseDistortionTilingV));
|
|
float2 appendResult920 = (float2(temp_output_927_0 , temp_output_178_0));
|
|
float fresnelNdotV948 = dot( worldNormal402, ase_worldViewDir );
|
|
float fresnelNode948 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV948, 1.0 ) );
|
|
float3 temp_output_913_0 = ( worldToViewDir4 * tex2D( _RimNoiseDistortionTexture, ( appendResult939 * appendResult920 ) ).r * _RimNoiseDistortionAmount * fresnelNode948 );
|
|
float3 lerpResult98 = lerp( worldNormal402 , ase_worldViewDir , ( tex2D( _RimNoiseTexture, ( float3( appendResult177 , 0.0 ) + temp_output_913_0 ).xy ).r * _RimNoiseAmount ));
|
|
float3 normalizeResult102 = normalize( lerpResult98 );
|
|
float fresnelNdotV17 = dot( normalizeResult102, ase_worldViewDir );
|
|
float fresnelNode17 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV17, 1.0 ) );
|
|
float clampResult119 = clamp( pow( fresnelNode17 , _RimExp ) , 0.0 , 1.0 );
|
|
float temp_output_78_0 = ( 1.0 - pow( ( 1.0 - clampResult119 ) , _RimExp2 ) );
|
|
float temp_output_645_0 = ( 1.0 + ( _Eta * clampResult881 ) + ( temp_output_78_0 * -_RimNoiseRefraction ) );
|
|
float Eta797 = temp_output_645_0;
|
|
float In0797 = _EtaAAEdgesFix;
|
|
float3 localRefractFixed797 = RefractFixed797( V797 , N797 , Eta797 , In0797 );
|
|
float4 texCUBENode640 = texCUBE( _StarsTexture, localRefractFixed797 );
|
|
float4 temp_cast_2 = (0.0).xxxx;
|
|
float3 temp_cast_3 = (temp_output_78_0).xxx;
|
|
float fresnelNdotV952 = dot( ase_worldNormal, ase_worldViewDir );
|
|
float fresnelNode952 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV952, _RimNoiseCARimMaskExp ) );
|
|
float temp_output_504_0 = ( _RimNoiseCAU * _RimNoiseCAAmount * fresnelNode952 );
|
|
float temp_output_505_0 = ( _RimNoiseCAAmount * _RimNoiseCAV * fresnelNode952 );
|
|
float temp_output_507_0 = ( temp_output_178_0 + temp_output_505_0 );
|
|
float2 appendResult210 = (float2(( temp_output_190_0 + temp_output_494_0 + temp_output_504_0 ) , temp_output_507_0));
|
|
float3 lerpResult224 = lerp( worldNormal402 , ase_worldViewDir , ( tex2D( _RimNoiseTexture, ( float3( appendResult210 , 0.0 ) + temp_output_913_0 ).xy ).r * _RimNoiseAmount ));
|
|
float3 normalizeResult228 = normalize( lerpResult224 );
|
|
float fresnelNdotV230 = dot( normalizeResult228, ase_worldViewDir );
|
|
float fresnelNode230 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV230, 1.0 ) );
|
|
float clampResult234 = clamp( pow( fresnelNode230 , _RimExp ) , 0.0 , 1.0 );
|
|
float2 appendResult211 = (float2(( temp_output_190_0 + temp_output_494_0 + ( temp_output_504_0 * 2.0 ) ) , ( temp_output_507_0 + ( temp_output_505_0 * 2.0 ) )));
|
|
float3 lerpResult227 = lerp( worldNormal402 , ase_worldViewDir , ( tex2D( _RimNoiseTexture, ( float3( appendResult211 , 0.0 ) + temp_output_913_0 ).xy ).r * _RimNoiseAmount ));
|
|
float3 normalizeResult229 = normalize( lerpResult227 );
|
|
float fresnelNdotV231 = dot( normalizeResult229, ase_worldViewDir );
|
|
float fresnelNode231 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV231, 1.0 ) );
|
|
float clampResult240 = clamp( pow( fresnelNode231 , _RimExp ) , 0.0 , 1.0 );
|
|
float3 appendResult245 = (float3(temp_output_78_0 , ( 1.0 - pow( ( 1.0 - clampResult234 ) , _RimExp2 ) ) , ( 1.0 - pow( ( 1.0 - clampResult240 ) , _RimExp2 ) )));
|
|
#ifdef _RIMNOISECAENABLED_ON
|
|
float3 staticSwitch1013 = appendResult245;
|
|
#else
|
|
float3 staticSwitch1013 = temp_cast_3;
|
|
#endif
|
|
#ifdef _RIMENABLED_ON
|
|
float4 staticSwitch1009 = ( float4( staticSwitch1013 , 0.0 ) * _RimEmissionPower * _RimColor );
|
|
#else
|
|
float4 staticSwitch1009 = temp_cast_2;
|
|
#endif
|
|
float lerpResult841 = lerp( 0.0 , 1.0 , _RimAddOrMultiply);
|
|
float4 temp_output_846_0 = ( ( staticSwitch1009 * lerpResult841 ) + 1.0 );
|
|
float temp_output_1024_0 = ( ( ( _TimeParameters.x ) * _CloudsRotationSpeed ) + _RotationClouds );
|
|
float3 rotatedValue684 = RotateAroundAxis( float3( 0,0,0 ), -ase_worldViewDir, normalize( _RotationAxis ), temp_output_1024_0 );
|
|
float3 V795 = rotatedValue684;
|
|
float3 rotatedValue685 = RotateAroundAxis( float3( 0,0,0 ), worldNormal402, normalize( _RotationAxis ), temp_output_1024_0 );
|
|
float3 N795 = rotatedValue685;
|
|
float Eta795 = temp_output_645_0;
|
|
float In0795 = _EtaAAEdgesFix;
|
|
float3 localRefractFixed795 = RefractFixed795( V795 , N795 , Eta795 , In0795 );
|
|
float4 texCUBENode674 = texCUBE( _CloudsTexture, localRefractFixed795 );
|
|
float clampResult744 = clamp( pow( texCUBENode674.r , _CloudsRampOffsetExp ) , 0.0 , 1.0 );
|
|
float2 appendResult720 = (float2(( 1.0 - pow( ( 1.0 - clampResult744 ) , _CloudsRampOffsetExp2 ) ) , 0.0));
|
|
float4 tex2DNode719 = tex2D( _CloudsRamp, appendResult720 );
|
|
float clampResult733 = clamp( ( pow( texCUBENode674.r , _CloudsOpacityExp ) * _CloudsOpacityPower ) , 0.0 , 1.0 );
|
|
float4 lerpResult871 = lerp( ( texCUBENode640 * _StarsEmissionPower * temp_output_846_0 ) , ( tex2DNode719 * _CloudsEmissionPower * _CloudsRampColorTint * temp_output_846_0 ) , clampResult733);
|
|
float4 temp_cast_9 = (0.0).xxxx;
|
|
float temp_output_1025_0 = ( ( ( _TimeParameters.x ) * _DarkCloudsRotationSpeed ) + _RotationDarkClouds );
|
|
float3 rotatedValue686 = RotateAroundAxis( float3( 0,0,0 ), -ase_worldViewDir, normalize( _RotationAxis ), temp_output_1025_0 );
|
|
float3 V796 = rotatedValue686;
|
|
float3 rotatedValue687 = RotateAroundAxis( float3( 0,0,0 ), worldNormal402, normalize( _RotationAxis ), temp_output_1025_0 );
|
|
float3 N796 = rotatedValue687;
|
|
float Eta796 = temp_output_645_0;
|
|
float In0796 = _EtaAAEdgesFix;
|
|
float3 localRefractFixed796 = RefractFixed796( V796 , N796 , Eta796 , In0796 );
|
|
float4 texCUBENode779 = texCUBE( _DarkCloudsTexture, localRefractFixed796 );
|
|
float clampResult787 = clamp( ( ( pow( (( _DarkCloudsEdgesGlowStyle )?( texCUBENode779.b ):( texCUBENode779.g )) , _DarkCloudsEdgesGlowExp ) * _DarkCloudsEdgesGlowPower ) + 1.0 ) , 0.0 , _DarkCloudsEdgesGlowClamp );
|
|
float4 lerpResult740 = lerp( ( texCUBENode640 * _StarsEmissionPower * clampResult787 * temp_output_846_0 ) , ( tex2DNode719 * _CloudsEmissionPower * _CloudsRampColorTint * clampResult787 * temp_output_846_0 ) , clampResult733);
|
|
float clampResult773 = clamp( ( pow( texCUBENode779.r , _DarkCloudsThicker ) * _DarkCloudsLighten ) , 0.0 , 1.0 );
|
|
float4 lerpResult745 = lerp( temp_cast_9 , lerpResult740 , clampResult773);
|
|
#ifdef _DARKCLOUDSENABLED_ON
|
|
float4 staticSwitch868 = lerpResult745;
|
|
#else
|
|
float4 staticSwitch868 = lerpResult871;
|
|
#endif
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = ( ( _FinalPower * staticSwitch868 ) + ( staticSwitch1009 * ( 1.0 - lerpResult841 ) ) ).rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip( Alpha - AlphaClipThreshold );
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
Color = MixFog( Color, IN.fogFactor );
|
|
#endif
|
|
|
|
return half4( Color, Alpha );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_instancing
|
|
#define ASE_SRP_VERSION 70502
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimNoiseSpherizePosition;
|
|
float4 _NormalTexture_ST;
|
|
float4 _RimColor;
|
|
float4 _CloudsRampColorTint;
|
|
float3 _RotationAxis;
|
|
float _RimNoiseCAV;
|
|
float _RimEmissionPower;
|
|
float _RimAddOrMultiply;
|
|
float _CloudsRotationSpeed;
|
|
float _RotationClouds;
|
|
float _CloudsRampOffsetExp;
|
|
float _CloudsRampOffsetExp2;
|
|
float _CloudsEmissionPower;
|
|
float _FinalPower;
|
|
float _CloudsOpacityExp;
|
|
float _CloudsOpacityPower;
|
|
float _DarkCloudsEdgesGlowStyle;
|
|
float _DarkCloudsRotationSpeed;
|
|
float _RotationDarkClouds;
|
|
float _DarkCloudsEdgesGlowExp;
|
|
float _DarkCloudsEdgesGlowPower;
|
|
float _DarkCloudsEdgesGlowClamp;
|
|
float _RimNoiseCARimMaskExp;
|
|
float _RimNoiseCAAmount;
|
|
float _StarsEmissionPower;
|
|
float _DarkCloudsThicker;
|
|
float _StarsRotationSpeed;
|
|
float _RotationStars;
|
|
float _NormalAmount;
|
|
float _Eta;
|
|
float _EtaFresnelExp;
|
|
float _EtaFresnelExp2;
|
|
float _RimNoiseTwistAmount;
|
|
float _RimNoiseTilingV;
|
|
float _RimNoiseSpherize;
|
|
float _RimNoiseTilingU;
|
|
float _RimNoiseScrollSpeed;
|
|
float _RimNoiseDistortionTilingU;
|
|
float _RimNoiseDistortionTilingV;
|
|
float _RimNoiseDistortionAmount;
|
|
float _RimNoiseAmount;
|
|
float _RimExp;
|
|
float _RimExp2;
|
|
float _RimNoiseRefraction;
|
|
float _EtaAAEdgesFix;
|
|
float _RimNoiseCAU;
|
|
float _DarkCloudsLighten;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
float3 _LightDirection;
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
|
|
|
|
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
|
|
|
#if UNITY_REVERSED_Z
|
|
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = clipPos;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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;
|
|
|
|
#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
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma multi_compile_instancing
|
|
#define ASE_SRP_VERSION 70502
|
|
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _RimNoiseSpherizePosition;
|
|
float4 _NormalTexture_ST;
|
|
float4 _RimColor;
|
|
float4 _CloudsRampColorTint;
|
|
float3 _RotationAxis;
|
|
float _RimNoiseCAV;
|
|
float _RimEmissionPower;
|
|
float _RimAddOrMultiply;
|
|
float _CloudsRotationSpeed;
|
|
float _RotationClouds;
|
|
float _CloudsRampOffsetExp;
|
|
float _CloudsRampOffsetExp2;
|
|
float _CloudsEmissionPower;
|
|
float _FinalPower;
|
|
float _CloudsOpacityExp;
|
|
float _CloudsOpacityPower;
|
|
float _DarkCloudsEdgesGlowStyle;
|
|
float _DarkCloudsRotationSpeed;
|
|
float _RotationDarkClouds;
|
|
float _DarkCloudsEdgesGlowExp;
|
|
float _DarkCloudsEdgesGlowPower;
|
|
float _DarkCloudsEdgesGlowClamp;
|
|
float _RimNoiseCARimMaskExp;
|
|
float _RimNoiseCAAmount;
|
|
float _StarsEmissionPower;
|
|
float _DarkCloudsThicker;
|
|
float _StarsRotationSpeed;
|
|
float _RotationStars;
|
|
float _NormalAmount;
|
|
float _Eta;
|
|
float _EtaFresnelExp;
|
|
float _EtaFresnelExp2;
|
|
float _RimNoiseTwistAmount;
|
|
float _RimNoiseTilingV;
|
|
float _RimNoiseSpherize;
|
|
float _RimNoiseTilingU;
|
|
float _RimNoiseScrollSpeed;
|
|
float _RimNoiseDistortionTilingU;
|
|
float _RimNoiseDistortionTilingV;
|
|
float _RimNoiseDistortionAmount;
|
|
float _RimNoiseAmount;
|
|
float _RimExp;
|
|
float _RimExp2;
|
|
float _RimNoiseRefraction;
|
|
float _EtaAAEdgesFix;
|
|
float _RimNoiseCAU;
|
|
float _DarkCloudsLighten;
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = TransformWorldToHClip( positionWS );
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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;
|
|
|
|
#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
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
}
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
Fallback "Hidden/InternalErrorShader"
|
|
|
|
}
|
|
/*ASEBEGIN
|
|
Version=18901
|
|
1920;6;1920;1013;-1423.89;373.3354;1.3;True;False
|
|
Node;AmplifyShaderEditor.CommentaryNode;993;-9264.999,4946.896;Inherit;False;9716.596;3029.238;;100;607;604;606;605;499;603;497;602;153;172;174;175;173;928;183;601;181;179;180;182;178;937;938;920;939;495;191;916;190;494;189;914;948;923;953;177;913;215;952;502;501;192;910;504;505;100;193;101;99;216;507;506;98;212;213;508;210;211;102;912;17;911;19;132;218;217;220;223;226;221;119;21;18;224;227;873;228;229;20;230;231;239;233;234;240;235;241;242;236;237;243;245;82;83;80;949;950;996;997;1013;Rim;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;933;-7880.236,1531.325;Inherit;False;940.1934;520;;5;931;930;401;929;402;Normal;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;994;-3504.216,3730.325;Inherit;False;682;269;;3;991;992;990;Rim Noise Refraction;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;928;-7342.048,5816.791;Inherit;False;681.0513;318.8217;;3;927;926;925;Mipmap fix but mirrored;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;989;342.0074,3309.83;Inherit;False;1432.735;723.3853;;7;844;846;845;842;841;843;847;Rim Add Or Multiply;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;1012;469.1115,5331.401;Inherit;False;559.2112;239.4468;;2;1010;1009;Switch;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;1008;-4249.113,2852.309;Inherit;False;1683.029;661.7981;;13;664;642;799;878;879;877;880;881;636;643;644;645;848;Eta (Main Background);1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;1015;-3512.091,386.7835;Inherit;False;4285.613;2206.039;;69;868;795;804;674;744;797;720;742;734;640;722;735;719;741;733;721;870;740;869;871;803;723;745;772;681;638;654;680;683;682;648;639;687;686;685;684;656;655;652;646;779;777;693;776;692;773;789;1007;785;790;786;784;783;787;788;796;1016;1017;1018;1019;1020;1021;1023;1025;1024;1026;1027;1028;637;Main Background;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;873;-531.3109,4996.896;Inherit;False;237;160;Comment;1;78;Add this to refraction;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RotateAboutAxisNode;686;-2457.07,1391.404;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.CustomExpressionNode;796;-1839.694,1720.417;Float;False;//float d = clamp(dot(N, V) + In0, -1, 0)@$$float d = abs(dot(N, V) + In0) * -1@$$float k = 1.0 - Eta * Eta * (1.0 - d * d)@$$float3 R = Eta * V - (Eta * d + sqrt(k)) * N@$$return R@;3;False;4;True;V;FLOAT3;0,0,0;In;;Float;False;True;N;FLOAT3;0,0,0;In;;Float;False;True;Eta;FLOAT;0;In;;Float;False;True;In0;FLOAT;0;In;;Float;False;RefractFixed;True;False;1;-1;4;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.OneMinusNode;237;-469.3369,5724.977;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PowerNode;1021;-1407.267,484.1797;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;655;-3156.621,1682.725;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;243;-485.1071,6140.168;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;779;-1544.68,1807.274;Inherit;True;Property;_DarkCloudsTexture;Dark Clouds Texture;48;0;Create;True;0;0;0;False;0;False;-1;None;ffbea5a011efcb74ca83e46d218f6e11;True;0;False;white;LockedToCube;False;Object;-1;Auto;Cube;8;0;SAMPLERCUBE;;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;656;-3417.353,1771.343;Float;False;Property;_StarsRotationSpeed;Stars Rotation Speed;37;0;Create;True;0;0;0;False;0;False;0.1;-0.02;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;789;-1029.79,2208.73;Float;False;Property;_DarkCloudsEdgesGlowExp;Dark Clouds Edges Glow Exp;54;0;Create;True;0;0;0;False;0;False;1;1;0.2;4;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;83;-51.84834,5587.929;Float;False;Property;_RimColor;Rim Color;5;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode;245;-155.0458,5346.086;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.StaticSwitch;1013;40.41985,5194.965;Inherit;False;Property;_RIMNOISECAENABLED;Rim Noise CA Enabled;16;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SamplerNode;674;-1518.508,1008.347;Inherit;True;Property;_CloudsTexture;Clouds Texture;38;0;Create;True;0;0;0;False;0;False;-1;None;58901cd10d76c174c89a5777624c6e6a;True;0;False;black;LockedToCube;False;Object;-1;Auto;Cube;8;0;SAMPLERCUBE;;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ToggleSwitchNode;1007;-1044.737,2062.663;Inherit;False;Property;_DarkCloudsEdgesGlowStyle;Dark Clouds Edges Glow Style;52;0;Create;True;0;0;0;False;0;False;0;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;1016;-1096.419,477.0397;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;1026;-3354.408,2083.501;Inherit;False;Property;_RotationStars;Rotation Stars;32;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;1019;-1259.54,654.5865;Inherit;False;Property;_CloudsRampOffsetExp2;Clouds Ramp Offset Exp 2;46;0;Create;True;0;0;0;False;0;False;1;1;0.2;8;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;82;-68.75935,5499.254;Float;False;Property;_RimEmissionPower;Rim Emission Power;6;0;Create;True;0;0;0;False;0;False;1;2;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;744;-1251.821,478.69;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;1020;-1710.921,498.3676;Inherit;False;Property;_CloudsRampOffsetExp;Clouds Ramp Offset Exp;45;0;Create;True;0;0;0;False;0;False;1;2;0.2;8;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RotateAboutAxisNode;687;-2456.317,1530.771;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.PowerNode;242;-767.1501,6135.586;Inherit;True;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PowerNode;233;-1338.3,5710.674;Inherit;True;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.NegateNode;639;-2754.798,701.553;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.PowerNode;239;-1365.908,6123.498;Inherit;True;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;644;-2897.387,3028.102;Float;False;Constant;_Float26;Float 26;67;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;681;-3460.647,1942.114;Float;False;Property;_DarkCloudsRotationSpeed;Dark Clouds Rotation Speed;51;0;Create;True;0;0;0;False;0;False;0.1;-0.06;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;643;-2887.724,3103.446;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;1024;-2951.308,1797.801;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.Vector3Node;648;-2800.675,524.4678;Float;False;Property;_RotationAxis;Rotation Axis;31;0;Create;True;0;0;0;False;0;False;0,1,0;0,1,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;990;-2991.216,3780.325;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RotateAboutAxisNode;684;-2455.394,1052.8;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.PowerNode;236;-739.5433,5722.761;Inherit;True;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;645;-2721.083,3060.756;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;1028;-3398.408,2262.501;Inherit;False;Property;_RotationDarkClouds;Rotation Dark Clouds;34;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RotateAboutAxisNode;685;-2454.642,1197.196;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.ClampOpNode;240;-1151.516,6131.879;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;848;-2873.067,2902.309;Float;False;Property;_EtaAAEdgesFix;Eta AA Edges Fix;30;0;Create;True;0;0;0;False;0;False;0;0;0;0.5;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;234;-1123.909,5719.054;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;1025;-2951.808,1933.001;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.CustomExpressionNode;795;-1828.616,923.3401;Float;False;//float d = clamp(dot(N, V) + In0, -1, 0)@$$float d = abs(dot(N, V) + In0) * -1@$$float k = 1.0 - Eta * Eta * (1.0 - d * d)@$$float3 R = Eta * V - (Eta * d + sqrt(k)) * N@$$return R@;3;False;4;True;V;FLOAT3;0,0,0;In;;Float;False;True;N;FLOAT3;0,0,0;In;;Float;False;True;Eta;FLOAT;0;In;;Float;False;True;In0;FLOAT;0;In;;Float;False;RefractFixed;True;False;0;4;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.OneMinusNode;241;-982.0796,6132.682;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;235;-954.4726,5719.856;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PowerNode;1017;-933.2974,477.0396;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;683;-3155.053,1908.05;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;785;-858.3234,2294.856;Float;False;Property;_DarkCloudsEdgesGlowPower;Dark Clouds Edges Glow Power;53;0;Create;True;0;0;0;False;0;False;50;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;80;282.5991,5464.671;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.FresnelNode;231;-2157.026,6123.119;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PowerNode;776;-675.4274,1665.146;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;719;-794.1144,929.7551;Inherit;True;Property;_CloudsRamp;Clouds Ramp;43;0;Create;True;0;0;0;False;0;False;-1;None;f6a2bbc30dc158c4abe2f66514b8d4cd;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ClampOpNode;733;-651.1667,1232.954;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;741;-315.4207,740.2216;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;721;-318.9271,886.6669;Inherit;False;5;5;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;4;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;692;-488.2797,1724.31;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;870;-306.3315,571.8486;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;772;-0.02860641,1012.773;Float;False;Constant;_Float28;Float 28;89;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;773;-338.8138,1724.398;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;740;-28.77713,772.1437;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;869;-306.5292,436.7834;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.LerpOp;745;219.9503,1012.369;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.LerpOp;871;-57.90074,543.5685;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;77;1715.302,64.83354;Float;False;Property;_FinalPower;Final Power;0;0;Create;True;0;0;0;False;0;False;4;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.StaticSwitch;868;451.5213,742.9256;Float;False;Property;_DARKCLOUDSENABLED;Dark Clouds Enabled;47;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.OneMinusNode;842;1414.919,3783.874;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;845;1605.742,3753.578;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;657;1953.298,116.1366;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.Vector3Node;607;-9214.999,6026.693;Float;False;Constant;_Vector6;Vector 6;58;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleAddOpNode;949;-6412.601,5919.47;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.BreakToComponentsNode;950;-5666.492,5694.995;Inherit;False;FLOAT3;1;0;FLOAT3;0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
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Node;AmplifyShaderEditor.SimpleAddOpNode;1036;2214.413,271.0514;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.WorldNormalVector;637;-3269.239,1107.17;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.ClampOpNode;787;-242.7002,2342.919;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;4;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;734;-759.2384,1144.644;Float;False;Property;_CloudsEmissionPower;Clouds Emission Power;41;0;Create;True;0;0;0;False;0;False;1;10;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;640;-1517.333,744.3656;Inherit;True;Property;_StarsTexture;Stars Texture;35;0;Create;True;0;0;0;False;0;False;-1;None;955c88d7e6663e349bd0dbbe199ed6ec;True;0;False;white;LockedToCube;False;Object;-1;Auto;Cube;8;0;SAMPLERCUBE;;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;846;1177.126,3398.87;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.PowerNode;790;-722.7897,2131.223;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;1010;519.1115,5381.401;Inherit;False;Constant;_Float2;Float 2;64;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;843;392.0073,3918.216;Float;False;Property;_RimAddOrMultiply;Rim Add Or Multiply;4;0;Create;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;804;-1503.173,1208.041;Float;False;Property;_CloudsOpacityExp;Clouds Opacity Exp;40;0;Create;True;0;0;0;False;0;False;1;1;0.2;4;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RotateAboutAxisNode;652;-2466.727,835.2589;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.LerpOp;841;716.814,3819.516;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;786;-556.2809,2364.615;Float;False;Constant;_Float30;Float 30;85;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.StaticSwitch;1009;763.3226,5432.848;Inherit;False;Property;_RIMENABLED;Rim Enabled;3;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;Key0;Key1;Create;False;True;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RotateAboutAxisNode;646;-2474.184,694.215;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;1023;-2950.109,1653.202;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PowerNode;803;-1179.173,1136.041;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;777;-1003.08,1711.82;Float;False;Property;_DarkCloudsThicker;Dark Clouds Thicker;50;0;Create;True;0;0;0;False;0;False;1;1;0.2;4;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;723;-1150.834,1304.644;Float;False;Property;_CloudsOpacityPower;Clouds Opacity Power;39;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;847;983.2371,3462.384;Float;False;Constant;_Float29;Float 29;91;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;720;-933.2144,967.456;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.CustomExpressionNode;797;-1831.613,611.5486;Float;False;//float d = clamp(dot(N, V) + In0, -1, 0)@$$float d = abs(dot(N, V) + In0) * -1@$$float k = 1.0 - Eta * Eta * (1.0 - d * d)@$$float3 R = Eta * V - (Eta * d + sqrt(k)) * N@$$return R@;3;False;4;True;V;FLOAT3;0,0,0;In;;Float;False;True;N;FLOAT3;0,0,0;In;;Float;False;True;Eta;FLOAT;0;In;;Float;False;True;In0;FLOAT;0;In;;Float;False;RefractFixed;True;False;0;4;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;788;-597.8435,2477.823;Float;False;Property;_DarkCloudsEdgesGlowClamp;Dark Clouds Edges Glow Clamp;55;0;Create;True;0;0;0;False;0;False;2;4;1;4;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;742;-604.294,440.3308;Float;False;Property;_StarsEmissionPower;Stars Emission Power;36;0;Create;True;0;0;0;False;0;False;4;2.5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;722;-792.6873,1234.019;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;735;-755.6593,728.4207;Float;False;Property;_CloudsRampColorTint;Clouds Ramp Color Tint;44;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;693;-786.6763,1795.079;Float;False;Property;_DarkCloudsLighten;Dark Clouds Lighten;49;0;Create;True;0;0;0;False;0;False;1;10;1;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;844;986.9766,3359.83;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ClampOpNode;881;-3078.155,3229.269;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;78;-485.137,5049.447;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;501;-5931.965,7418.017;Float;False;Property;_RimNoiseCAU;Rim Noise CA U;18;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;938;-6610.99,5125.67;Inherit;False;Property;_RimNoiseDistortionTilingV;Rim Noise Distortion Tiling V;23;0;Create;True;0;0;0;False;0;False;4;4;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;927;-6940.044,5887.263;Inherit;True;5;0;FLOAT;0;False;1;FLOAT;0.5;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;929;-7384.522,1740.325;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.DynamicAppendNode;939;-6294.695,5075.745;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;191;-6062.927,6344.022;Float;False;Property;_RimNoiseTwistAmount;Rim Noise Twist Amount;15;0;Create;True;0;0;0;False;0;False;0;0.25;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;495;-6170.885,6707.987;Float;False;Property;_RimNoiseTilingV;Rim Noise Tiling V;11;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.DynamicAppendNode;920;-6289.066,5234.227;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;190;-5695.808,6439.314;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;494;-5699.21,6656.878;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;916;-6069.023,5145.657;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;178;-5488.375,6874.852;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.WorldNormalVector;402;-7157.043,1656.952;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.TransformDirectionNode;4;-6791.538,1281.359;Inherit;False;World;View;False;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.RangedFloatNode;923;-5899.122,5318.927;Inherit;False;Property;_RimNoiseDistortionAmount;Rim Noise Distortion Amount;24;0;Create;True;0;0;0;False;0;False;0;0.5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;189;-5480.558,6524.509;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;914;-5907.772,5106.723;Inherit;True;Property;_RimNoiseDistortionTexture;Rim Noise Distortion Texture;21;0;Create;True;0;0;0;False;0;False;-1;None;7d5f6337ffe5dfa4c99c39298646caae;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;953;-6201.625,7852.597;Inherit;False;Property;_RimNoiseCARimMaskExp;Rim Noise CA Rim Mask Exp;20;0;Create;True;0;0;0;False;0;False;4;4;0.2;8;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;913;-5514.507,5230.34;Inherit;False;4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.DynamicAppendNode;177;-5324.322,6679.452;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RangedFloatNode;215;-5934.692,7519.963;Float;False;Property;_RimNoiseCAAmount;Rim Noise CA Amount;17;0;Create;True;0;0;0;False;0;False;0.1;0.05;0;0.1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;502;-5928.866,7615.614;Float;False;Property;_RimNoiseCAV;Rim Noise CA V;19;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;192;-4272.599,5519.302;Float;True;Property;_RimNoiseTexture;Rim Noise Texture;9;0;Create;True;0;0;0;False;0;False;None;57535fb8629b4c6eb8530d7d3664d59f;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.FresnelNode;948;-5839.254,5407.133;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.NegateNode;992;-3172.032,3887.439;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;937;-6612.99,5049.077;Inherit;False;Property;_RimNoiseDistortionTilingU;Rim Noise Distortion Tiling U;22;0;Create;True;0;0;0;False;0;False;2;2;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;401;-7830.236,1732.249;Inherit;True;Property;_NormalTexture;Normal Texture;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode;997;-8964.062,6345.364;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TransformPositionNode;606;-9044.527,6026.902;Inherit;False;Object;World;False;Fast;True;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.WorldPosInputsNode;604;-9011.75,5877.21;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;605;-8776.25,5957.109;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.NormalizeNode;499;-8627.604,5959.38;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;603;-8738.044,6062.789;Float;False;Property;_RimNoiseSpherize;Rim Noise Spherize;25;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.WorldNormalVector;497;-8646.713,5804.223;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.LerpOp;602;-8425.644,5880.789;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TransformDirectionNode;153;-8247.838,5851.666;Inherit;False;World;View;False;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.PiNode;175;-7973.728,6146.706;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.Vector3Node;930;-7708.522,1581.325;Inherit;False;Constant;_Vector1;Vector 1;58;0;Create;True;0;0;0;False;0;False;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.ATan2OpNode;172;-7998.426,5868.808;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;173;-7709.322,5916.24;Inherit;True;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TimeNode;179;-5969.416,7077.641;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;183;-6167.431,6979.722;Float;False;Property;_RimNoiseTilingU;Rim Noise Tiling U;10;0;Create;True;0;0;0;False;0;False;1;0.1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.FresnelNode;601;-6189.337,6798.014;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;181;-6009.507,7220.804;Float;False;Property;_RimNoiseScrollSpeed;Rim Noise Scroll Speed;14;0;Create;True;0;0;0;False;0;False;0.1;0.05;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;925;-7292.048,5866.791;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;180;-5745.189,7147.081;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;931;-7816.522,1936.325;Inherit;False;Property;_NormalAmount;Normal Amount;2;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.PiNode;174;-7970.926,6083.706;Inherit;False;1;0;FLOAT;-1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;910;-4658.474,5312.627;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.FresnelNode;952;-5883.246,7774.134;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;4;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;879;-3543.71,3224.658;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;221;-3577.765,5890.653;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ClampOpNode;119;-1135.883,5040.975;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;878;-3684.508,3399.107;Inherit;False;Property;_EtaFresnelExp2;Eta Fresnel Exp 2;29;0;Create;True;0;0;0;False;0;False;1;1;1;8;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;21;-1131.708,5459.942;Float;False;Property;_RimExp2;Rim Exp 2;8;0;Create;True;0;0;0;False;0;False;2;2;0.2;10;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ViewDirInputsCoordNode;226;-3056.196,6251.766;Float;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.TimeNode;654;-3381.171,1622.695;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.OneMinusNode;880;-3231.991,3227.186;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;991;-3454.216,3884.325;Inherit;False;Property;_RimNoiseRefraction;Rim Noise Refraction;13;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;680;-3427.988,1851.461;Float;False;Property;_CloudsRotationSpeed;Clouds Rotation Speed;42;0;Create;True;0;0;0;False;0;False;0.1;-0.04;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.NormalizeNode;228;-2827.519,5558.664;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.NormalizeNode;229;-2641.692,6139.368;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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WireConnection;913;3;948;0
|
|
WireConnection;177;0;189;0
|
|
WireConnection;177;1;178;0
|
|
WireConnection;948;0;402;0
|
|
WireConnection;992;0;991;0
|
|
WireConnection;997;0;996;1
|
|
WireConnection;997;1;996;2
|
|
WireConnection;997;2;996;3
|
|
WireConnection;606;0;997;0
|
|
WireConnection;605;0;604;0
|
|
WireConnection;605;1;606;0
|
|
WireConnection;499;0;605;0
|
|
WireConnection;602;0;497;0
|
|
WireConnection;602;1;499;0
|
|
WireConnection;602;2;603;0
|
|
WireConnection;153;0;602;0
|
|
WireConnection;172;0;153;1
|
|
WireConnection;172;1;153;2
|
|
WireConnection;173;0;172;0
|
|
WireConnection;173;1;174;0
|
|
WireConnection;173;2;175;0
|
|
WireConnection;925;0;173;0
|
|
WireConnection;180;0;179;2
|
|
WireConnection;180;1;181;0
|
|
WireConnection;926;0;925;0
|
|
WireConnection;926;1;173;0
|
|
WireConnection;182;0;601;0
|
|
WireConnection;182;1;183;0
|
|
WireConnection;910;0;177;0
|
|
WireConnection;910;1;913;0
|
|
WireConnection;952;3;953;0
|
|
WireConnection;504;0;501;0
|
|
WireConnection;504;1;215;0
|
|
WireConnection;504;2;952;0
|
|
WireConnection;879;0;799;0
|
|
WireConnection;221;0;218;1
|
|
WireConnection;221;1;100;0
|
|
WireConnection;119;0;132;0
|
|
WireConnection;224;0;402;0
|
|
WireConnection;224;1;223;0
|
|
WireConnection;224;2;220;0
|
|
WireConnection;877;0;879;0
|
|
WireConnection;877;1;878;0
|
|
WireConnection;18;0;119;0
|
|
WireConnection;227;0;402;0
|
|
WireConnection;227;1;226;0
|
|
WireConnection;227;2;221;0
|
|
WireConnection;880;0;877;0
|
|
WireConnection;228;0;224;0
|
|
WireConnection;229;0;227;0
|
|
WireConnection;682;0;654;2
|
|
WireConnection;682;1;680;0
|
|
WireConnection;230;0;228;0
|
|
WireConnection;20;0;18;0
|
|
WireConnection;20;1;21;0
|
|
WireConnection;220;0;217;1
|
|
WireConnection;220;1;100;0
|
|
WireConnection;217;0;192;0
|
|
WireConnection;217;1;911;0
|
|
WireConnection;218;0;192;0
|
|
WireConnection;218;1;912;0
|
|
WireConnection;193;0;192;0
|
|
WireConnection;193;1;910;0
|
|
WireConnection;505;0;215;0
|
|
WireConnection;505;1;502;0
|
|
WireConnection;505;2;952;0
|
|
WireConnection;506;0;505;0
|
|
WireConnection;101;0;193;1
|
|
WireConnection;101;1;100;0
|
|
WireConnection;507;0;178;0
|
|
WireConnection;507;1;505;0
|
|
WireConnection;216;0;504;0
|
|
WireConnection;98;0;402;0
|
|
WireConnection;98;1;99;0
|
|
WireConnection;98;2;101;0
|
|
WireConnection;213;0;190;0
|
|
WireConnection;213;1;494;0
|
|
WireConnection;213;2;216;0
|
|
WireConnection;508;0;507;0
|
|
WireConnection;508;1;506;0
|
|
WireConnection;212;0;190;0
|
|
WireConnection;212;1;494;0
|
|
WireConnection;212;2;504;0
|
|
WireConnection;210;0;212;0
|
|
WireConnection;210;1;507;0
|
|
WireConnection;211;0;213;0
|
|
WireConnection;211;1;508;0
|
|
WireConnection;102;0;98;0
|
|
WireConnection;911;0;210;0
|
|
WireConnection;911;1;913;0
|
|
WireConnection;17;0;102;0
|
|
WireConnection;642;3;664;0
|
|
WireConnection;912;0;211;0
|
|
WireConnection;912;1;913;0
|
|
WireConnection;799;0;642;0
|
|
WireConnection;132;0;17;0
|
|
WireConnection;132;1;19;0
|
|
WireConnection;1038;2;1036;0
|
|
ASEEND*/
|
|
//CHKSM=0607177703F1C7B998CE7A0F79484BC509654C64 |