2816 lines
111 KiB
GLSL
2816 lines
111 KiB
GLSL
Shader "Bamboo/WetObjectOpaqueLite"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[Space(35)][Header(Main Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0)
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_Color("Color", Color) = (1,1,1,0)
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[Toggle]_InvertABaseColor("Invert Alpha", Float) = 0
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_BaseMap("Base Color -->(Mask A)", 2D) = "white" {}
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_Saturation("Saturation", Float) = 0
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_Brightness("Brightness", Range( 1 , 8)) = 1
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[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Normal Intensity", Float) = 0.3
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[Space(35)]_MetallicGlossMapMAHS("Mask Map -->M(R) - Ao(G) - H(B) - S(A)", 2D) = "white" {}
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_Metallic("Metallic", Range( 0 , 2)) = 0
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_Glossiness("Smoothness", Range( 0 , 2)) = 0.5
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[Space(15)]_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0
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_AoIntensity("Ao Intensity", Range( 0 , 2)) = 0
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[HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
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_EmissionMap("Emission Map", 2D) = "white" {}
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_EmissionIntensity("Intensity", Range( 0 , 2)) = 1
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[Space(35)][Header(Rain Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_GradientTexRain1("Gradient Tex --> DropLRamp(R) DropFade(G) DripLRamp(B) DripLMask(A) ", 2D) = "white" {}
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[Space(15)][KeywordEnum(Additive,Lighten)] _BlendingModeDrops("Blending Mode", Float) = 0
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_NormalDrop("Normal Drop", Float) = 1
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_SmoothnessDrop("Smoothness Drop", Range( 0 , 1)) = 0.2
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[Space(15)][Header(__________ Rain Drops __________)][Space(15)]_Intensity("Intensity", Range( 0 , 1)) = 1
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_Tiling("Tiling", Float) = 5
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_SplashSpeed("Splash Speed", Range( 0 , 1)) = 0.1
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[Space(10)]_Size("Size", Range( 0 , 1)) = 0.5
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_DotFalloff("Falloff", Range( 0 , 1)) = 1
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_Noisescale("Noise scale", Float) = 5
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[Space(15)][Header(Drop Top)][Toggle]_UseBaseColorAlphaMaskTop("Use BaseColor Alpha Mask", Float) = 0
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_DropTopIntensity("Intensity", Range( 0 , 1)) = 1
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[Space(15)][Header(Drop Side)][Toggle]_EnableDropSide("Enable", Float) = 0
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[Space(10)][Toggle]_UseBaseColorAlphaMaskSide("Use BaseColor Alpha Mask", Float) = 0
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_DropSideIntensity("Intensity", Range( 0 , 1)) = 1
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[Space(35)][Header(__________ Rain Drip Line __________)][Space(15)]_Amount("Amount", Float) = 8
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[Toggle]_UseBaseColorAlphaMaskSide1("Use BaseColor Alpha Mask", Float) = 0
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[Space(10)]_IntensityDripLine("Intensity", Range( 0 , 3)) = 2
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[Space(15)]_DripLineContrast("Contrast ", Float) = 1
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_TilingHorizontal("Tiling Horizontal", Float) = 1
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_TilingVertical("Tiling Vertical", Float) = 1
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[Space(15)]_DripLineSpeed("Speed", Float) = 1
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_RandomMax("Range Speed", Range( 0.1 , 10)) = 0.3
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_RandomPosition("Random Position", Float) = 1
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[Space(15)][Header(Trail of drop)][Toggle(_ENABLETRAILOFDROP_ON)] _EnableTrailOfDrop("Enable", Float) = 0
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[Space(10)]_TrailDropContrast("Contrast ", Float) = 1
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_TrailDropTiling("Tiling", Float) = 40
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[Space(10)]_TrailDropSpeed("Speed", Float) = 0.2
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_TrailDropSize("Shrink", Float) = 4
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[Space(25)][Toggle]_EnableRandomMask("Enable Random Mask", Float) = 0
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_GrowMask("Grow Mask", Range( 1 , 10)) = 1
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[Toggle]_EnableProjectionGrid("Enable Projection Grid", Float) = 0
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[Space(45)][Header(Reflection Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_ColorCubemap1("Color ", Color) = (1,1,1,1)
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[HDR]_Cubemap("Cubemap", CUBE) = "black" {}
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[Space(10)]_ReflectionIntensity("Intensity", Range( 0 , 10)) = 0.2
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_BlurReflection("Blur", Range( 0 , 7)) = 0.5
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[KeywordEnum(All,RainDrops,DropOnly,DripLineOnly)] _Reflected("Reflected", Float) = 0
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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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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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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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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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 70301
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#pragma shader_feature_local _ENABLETRAILOFDROP_ON
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#pragma shader_feature_local _REFLECTED_ALL _REFLECTED_RAINDROPS _REFLECTED_DROPONLY _REFLECTED_DRIPLINEONLY
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#pragma shader_feature_local _BLENDINGMODEDROPS_ADDITIVE _BLENDINGMODEDROPS_LIGHTEN
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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float4 ase_texcoord7 : TEXCOORD7;
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float4 ase_texcoord8 : TEXCOORD8;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _EmissionColor;
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float4 _Color;
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float4 _BaseMap_ST;
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float4 _GlobalXYTilingXYZWOffsetXY;
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float4 _MetallicGlossMapMAHS_ST;
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float4 _ColorCubemap1;
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float4 _EmissionMap_ST;
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float4 _BumpMap_ST;
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float _DripLineSpeed;
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float _TilingVertical;
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float _TrailDropContrast;
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float _TrailDropTiling;
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float _TrailDropSpeed;
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float _TrailDropSize;
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float _IntensityDripLine;
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float _Brightness;
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float _BumpScale;
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float _RandomMax;
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float _EmissionIntensity;
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float _BlurReflection;
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float _ReflectionIntensity;
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float _Metallic;
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float _Glossiness;
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float _NormalDrop;
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float _GrowMask;
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float _TilingHorizontal;
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float _EnableProjectionGrid;
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float _Parallax;
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float _Saturation;
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float _SplashSpeed;
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float _Tiling;
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float _Noisescale;
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float _Size;
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float _DotFalloff;
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float _Intensity;
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float _EnableDropSide;
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float _UseBaseColorAlphaMaskTop;
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float _DropTopIntensity;
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float _InvertABaseColor;
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float _UseBaseColorAlphaMaskSide;
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float _DropSideIntensity;
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float _EnableRandomMask;
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float _UseBaseColorAlphaMaskSide1;
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float _DripLineContrast;
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float _Amount;
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float _SmoothnessDrop;
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float _RandomPosition;
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float _AoIntensity;
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#ifdef _TRANSMISSION_ASE
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float _TransmissionShadow;
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#endif
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#ifdef _TRANSLUCENCY_ASE
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _BaseMap;
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sampler2D _MetallicGlossMapMAHS;
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sampler2D _GradientTexRain1;
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sampler2D _BumpMap;
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sampler2D _EmissionMap;
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samplerCUBE _Cubemap;
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inline float2 ParallaxOffset( half h, half height, half3 viewDir )
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{
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h = h * height - height/2.0;
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float3 v = normalize( viewDir );
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v.z += 0.42;
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return h* (v.xy / v.z);
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}
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float4 CalculateContrast( float contrastValue, float4 colorTarget )
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{
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float t = 0.5 * ( 1.0 - contrastValue );
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return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
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}
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float2 voronoihash58_g879( float2 p )
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{
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
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return frac( sin( p ) *43758.5453);
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}
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float voronoi58_g879( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
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{
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float2 n = floor( v );
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float2 f = frac( v );
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float F1 = 8.0;
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float F2 = 8.0; float2 mg = 0;
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for ( int j = -1; j <= 1; j++ )
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{
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for ( int i = -1; i <= 1; i++ )
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{
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float2 g = float2( i, j );
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float2 o = voronoihash58_g879( n + g );
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
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float d = 0.5 * dot( r, r );
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if( d<F1 ) {
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F2 = F1;
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F1 = d; mg = g; mr = r; id = o;
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} else if( d<F2 ) {
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F2 = d;
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}
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}
|
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}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash877( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi877( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash877( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash48_g880( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi48_g880( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash48_g880( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.707 * sqrt(dot( r, r ));
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float3 PerturbNormal107_g893( float3 surf_pos, float3 surf_norm, float height, float scale )
|
|
{
|
|
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
|
float3 vSigmaS = ddx( surf_pos );
|
|
float3 vSigmaT = ddy( surf_pos );
|
|
float3 vN = surf_norm;
|
|
float3 vR1 = cross( vSigmaT , vN );
|
|
float3 vR2 = cross( vN , vSigmaS );
|
|
float fDet = dot( vSigmaS , vR1 );
|
|
float dBs = ddx( height );
|
|
float dBt = ddy( height );
|
|
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
|
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
|
}
|
|
|
|
|
|
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);
|
|
|
|
o.ase_texcoord7.xyz = v.texcoord.xyz;
|
|
o.ase_texcoord8 = v.vertex;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord7.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 );
|
|
float3 positionVS = TransformWorldToView( positionWS );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
|
|
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
|
|
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
|
|
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
o.screenPos = ComputeScreenPos(positionCS);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
, FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
|
|
float4 ScreenPos = IN.screenPos;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float2 uv_BaseMap = IN.ase_texcoord7.xyz.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
|
float2 break26_g818 = uv_BaseMap;
|
|
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
|
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
|
float2 appendResult14_g818 = (float2(( break26_g818.x * GlobalTilingX11 ) , ( break26_g818.y * GlobalTilingY8 )));
|
|
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
|
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
|
float2 appendResult13_g818 = (float2(( break26_g818.x + GlobalOffsetX10 ) , ( break26_g818.y + GlobalOffsetY9 )));
|
|
float2 uv_MetallicGlossMapMAHS = IN.ase_texcoord7.xyz.xy * _MetallicGlossMapMAHS_ST.xy + _MetallicGlossMapMAHS_ST.zw;
|
|
float2 break26_g622 = uv_MetallicGlossMapMAHS;
|
|
float2 appendResult14_g622 = (float2(( break26_g622.x * GlobalTilingX11 ) , ( break26_g622.y * GlobalTilingY8 )));
|
|
float2 appendResult13_g622 = (float2(( break26_g622.x + GlobalOffsetX10 ) , ( break26_g622.y + GlobalOffsetY9 )));
|
|
float4 tex2DNode3_g621 = tex2D( _MetallicGlossMapMAHS, ( ( appendResult14_g622 + appendResult13_g622 ) + float2( 0,0 ) ) );
|
|
float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
|
|
float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
|
|
float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
|
|
float3 ase_tanViewDir = tanToWorld0 * WorldViewDirection.x + tanToWorld1 * WorldViewDirection.y + tanToWorld2 * WorldViewDirection.z;
|
|
ase_tanViewDir = normalize(ase_tanViewDir);
|
|
float2 paralaxOffset38_g621 = ParallaxOffset( tex2DNode3_g621.b , _Parallax , ase_tanViewDir );
|
|
float2 switchResult37_g621 = (((ase_vface>0)?(paralaxOffset38_g621):(0.0)));
|
|
float2 Parallaxe494 = switchResult37_g621;
|
|
float4 tex2DNode7_g817 = tex2D( _BaseMap, ( ( appendResult14_g818 + appendResult13_g818 ) + Parallaxe494 ) );
|
|
float clampResult27_g817 = clamp( _Saturation , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor29_g817 = ( _Color * tex2DNode7_g817 ).rgb;
|
|
float desaturateDot29_g817 = dot( desaturateInitialColor29_g817, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar29_g817 = lerp( desaturateInitialColor29_g817, desaturateDot29_g817.xxx, -clampResult27_g817 );
|
|
float4 temp_output_819_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g817 , 0.0 ));
|
|
float4 Albedo26 = temp_output_819_0;
|
|
|
|
float3 surf_pos107_g893 = WorldPosition;
|
|
float3 surf_norm107_g893 = WorldNormal;
|
|
float2 temp_cast_3 = (_SplashSpeed).xx;
|
|
float time58_g879 = ( 1.0 * 0.001 );
|
|
float2 voronoiSmoothId0 = 0;
|
|
float2 texCoord55_g879 = IN.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float temp_output_577_0 = ( _Noisescale * 100.0 );
|
|
float clampResult962 = clamp( temp_output_577_0 , 0.0 , 10000.0 );
|
|
float time877 = 0.0;
|
|
float2 texCoord576 = IN.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 coords877 = texCoord576 * clampResult962;
|
|
float2 id877 = 0;
|
|
float2 uv877 = 0;
|
|
float fade877 = 0.5;
|
|
float voroi877 = 0;
|
|
float rest877 = 0;
|
|
for( int it877 = 0; it877 <3; it877++ ){
|
|
voroi877 += fade877 * voronoi877( coords877, time877, id877, uv877, 0,voronoiSmoothId0 );
|
|
rest877 += fade877;
|
|
coords877 *= 2;
|
|
fade877 *= 0.5;
|
|
}//Voronoi877
|
|
voroi877 /= rest877;
|
|
float Noise588 = ( voroi877 * 0.005 );
|
|
float4 temp_cast_5 = (Noise588).xxxx;
|
|
float2 coords58_g879 = ( float4( texCoord55_g879, 0.0 , 0.0 ) + temp_cast_5 ).xy * _Tiling;
|
|
float2 id58_g879 = 0;
|
|
float2 uv58_g879 = 0;
|
|
float fade58_g879 = 0.5;
|
|
float voroi58_g879 = 0;
|
|
float rest58_g879 = 0;
|
|
for( int it58_g879 = 0; it58_g879 <2; it58_g879++ ){
|
|
voroi58_g879 += fade58_g879 * voronoi58_g879( coords58_g879, time58_g879, id58_g879, uv58_g879, 0,voronoiSmoothId0 );
|
|
rest58_g879 += fade58_g879;
|
|
coords58_g879 *= 2;
|
|
fade58_g879 *= 0.5;
|
|
}//Voronoi58_g879
|
|
voroi58_g879 /= rest58_g879;
|
|
float2 myVarName60_g879 = id58_g879;
|
|
float2 panner63_g879 = ( 1.0 * _Time.y * temp_cast_3 + ( step( voroi58_g879 , 0.1 ) * myVarName60_g879 ));
|
|
float temp_output_79_0_g879 = (0.0 + (_Size - 0.0) * (0.05 - 0.0) / (1.0 - 0.0));
|
|
float temp_output_120_0_g879 = saturate( ( step( voroi58_g879 , temp_output_79_0_g879 ) * ( 1.0 - ( voroi58_g879 * temp_output_79_0_g879 * (1.0 + (_DotFalloff - 0.0) * (500.0 - 1.0) / (1.0 - 0.0)) ) ) ) );
|
|
float MaskWorldY589 = WorldNormal.y;
|
|
float temp_output_667_0 = ( MaskWorldY589 * _DropTopIntensity );
|
|
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g817.a ) ):( tex2DNode7_g817.a ));
|
|
float3 temp_cast_7 = (0.5).xxx;
|
|
float3 break580 = ( abs( WorldNormal ) - temp_cast_7 );
|
|
float MaskWorldX585 = break580.x;
|
|
float MaskWorldZ583 = break580.z;
|
|
float blendOpSrc598 = MaskWorldX585;
|
|
float blendOpDest598 = MaskWorldZ583;
|
|
float temp_output_599_0 = ( ( saturate( max( blendOpSrc598, blendOpDest598 ) )) * _DropSideIntensity );
|
|
float blendOpSrc603 = (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 ));
|
|
float blendOpDest603 = (( _UseBaseColorAlphaMaskSide )?( ( temp_output_599_0 * BaseColorAlpha46 ) ):( temp_output_599_0 ));
|
|
float clampResult605 = clamp( ( ( saturate( ( tex2D( _GradientTexRain1, panner63_g879 ).g * temp_output_120_0_g879 ) ) * _Intensity ) * (( _EnableDropSide )?( ( saturate( max( blendOpSrc603, blendOpDest603 ) )) ):( (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 )) )) ) , 0.0 , 1.0 );
|
|
float RainDrops606 = clampResult605;
|
|
float4 temp_cast_8 = (RainDrops606).xxxx;
|
|
float clampResult243_g880 = clamp( _DripLineContrast , 0.0 , 100.0 );
|
|
float4 transform13_g880 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord8.xyz , 0.0 ));
|
|
float4 appendResult16_g880 = (float4(transform13_g880.z , transform13_g880.y , 0.0 , 0.0));
|
|
float clampResult5_g880 = clamp( _Amount , 8.0 , 1000.0 );
|
|
float2 _Globaltiling = float2(1,1);
|
|
float4 XProjectionAmount23_g880 = ( appendResult16_g880 * ( clampResult5_g880 * ( _Globaltiling.y * _TilingHorizontal ) ) );
|
|
float RandomPosition25_g880 = _RandomPosition;
|
|
float simplePerlin2D46_g880 = snoise( ( floor( XProjectionAmount23_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*RandomPosition25_g880 );
|
|
simplePerlin2D46_g880 = simplePerlin2D46_g880*0.5 + 0.5;
|
|
float temp_output_240_0_g880 = (1.0 + (_GrowMask - 1.0) * (50.0 - 1.0) / (10.0 - 1.0));
|
|
float temp_output_83_0_g880 = round( ( pow( simplePerlin2D46_g880 , 2.0 ) * temp_output_240_0_g880 ) );
|
|
float RF_RandomMin66_g880 = 0.05;
|
|
float RF_Random65_g880 = (0.05 + (_RandomMax - 0.1) * (1.0 - 0.05) / (1.0 - 0.1));
|
|
float2 appendResult88_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880));
|
|
float4 appendResult99_g880 = (float4(temp_output_83_0_g880 , appendResult88_g880 , 0.0));
|
|
float4 break104_g880 = appendResult99_g880;
|
|
float lerpResult117_g880 = lerp( break104_g880.y , break104_g880.z , pow( simplePerlin2D46_g880 , 2.0 ));
|
|
float RF_Timespeed77_g880 = _DripLineSpeed;
|
|
float mulTime105_g880 = _TimeParameters.x * -RF_Timespeed77_g880;
|
|
float4 XProjection98_g880 = appendResult16_g880;
|
|
float3 temp_output_106_0_g880 = ( float3(0,-1,0) * _TilingVertical );
|
|
float4 tex2DNode147_g880 = tex2D( _GradientTexRain1, ( ( lerpResult117_g880 * ( mulTime105_g880 + pow( simplePerlin2D46_g880 , 2.0 ) ) ) + ( XProjection98_g880 * float4( temp_output_106_0_g880 , 0.0 ) ) ).xy );
|
|
float4 temp_cast_14 = (tex2DNode147_g880.r).xxxx;
|
|
float4 temp_cast_15 = (MaskWorldX585).xxxx;
|
|
float4 InputMaskWorldX199_g880 = temp_cast_15;
|
|
float4 temp_output_168_0_g880 = ( CalculateContrast(clampResult243_g880,temp_cast_14) * InputMaskWorldX199_g880 * clampResult243_g880 );
|
|
float4 clampResult173_g880 = clamp( temp_output_168_0_g880 , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float clampResult156_g880 = clamp( (-1.0 + (_TrailDropContrast - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) , -1.0 , 100.0 );
|
|
float mulTime40_g880 = _TimeParameters.x * _TrailDropSpeed;
|
|
float time48_g880 = mulTime40_g880;
|
|
float2 texCoord41_g880 = IN.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 coords48_g880 = texCoord41_g880 * _TrailDropTiling;
|
|
float2 id48_g880 = 0;
|
|
float2 uv48_g880 = 0;
|
|
float fade48_g880 = 0.5;
|
|
float voroi48_g880 = 0;
|
|
float rest48_g880 = 0;
|
|
for( int it48_g880 = 0; it48_g880 <2; it48_g880++ ){
|
|
voroi48_g880 += fade48_g880 * voronoi48_g880( coords48_g880, time48_g880, id48_g880, uv48_g880, 0,voronoiSmoothId0 );
|
|
rest48_g880 += fade48_g880;
|
|
coords48_g880 *= 2;
|
|
fade48_g880 *= 0.5;
|
|
}//Voronoi48_g880
|
|
voroi48_g880 /= rest48_g880;
|
|
float temp_output_52_0_g880 = ( voroi48_g880 * (2.0 + (_TrailDropSize - 0.0) * (4.0 - 2.0) / (1.0 - 0.0)) );
|
|
float temp_output_72_0_g880 = ( step( voroi48_g880 , temp_output_52_0_g880 ) * ( 1.0 - temp_output_52_0_g880 ) );
|
|
float blendOpSrc112_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a;
|
|
float blendOpDest112_g880 = ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 );
|
|
#ifdef _ENABLETRAILOFDROP_ON
|
|
float staticSwitch129_g880 = ( blendOpSrc112_g880 + blendOpDest112_g880 );
|
|
#else
|
|
float staticSwitch129_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a;
|
|
#endif
|
|
float4 XTrailOfDrop161_g880 = saturate( ( staticSwitch129_g880 * _IntensityDripLine * InputMaskWorldX199_g880 ) );
|
|
float4 blendOpSrc177_g880 = clampResult173_g880;
|
|
float4 blendOpDest177_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode147_g880.b * InputMaskWorldX199_g880 )) * XTrailOfDrop161_g880 );
|
|
#ifdef _ENABLETRAILOFDROP_ON
|
|
float4 staticSwitch235_g880 = ( blendOpSrc177_g880 + blendOpDest177_g880 );
|
|
#else
|
|
float4 staticSwitch235_g880 = clampResult173_g880;
|
|
#endif
|
|
float4 appendResult17_g880 = (float4(transform13_g880.x , transform13_g880.y , 0.0 , 0.0));
|
|
float4 ZProjection97_g880 = appendResult17_g880;
|
|
float4 ZProjectionAmount22_g880 = ( appendResult17_g880 * ( ( _Globaltiling.y * _TilingHorizontal ) * clampResult5_g880 ) );
|
|
float simplePerlin2D49_g880 = snoise( ( floor( ZProjectionAmount22_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*( RandomPosition25_g880 + 0.5 ) );
|
|
simplePerlin2D49_g880 = simplePerlin2D49_g880*0.5 + 0.5;
|
|
float temp_output_80_0_g880 = round( ( pow( simplePerlin2D49_g880 , 2.0 ) * temp_output_240_0_g880 ) );
|
|
float2 appendResult85_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880));
|
|
float4 appendResult101_g880 = (float4(temp_output_80_0_g880 , appendResult85_g880 , 0.0));
|
|
float4 break110_g880 = appendResult101_g880;
|
|
float lerpResult121_g880 = lerp( break110_g880.y , break110_g880.z , pow( simplePerlin2D49_g880 , 2.0 ));
|
|
float mulTime109_g880 = _TimeParameters.x * -RF_Timespeed77_g880;
|
|
float4 tex2DNode152_g880 = tex2D( _GradientTexRain1, ( ( float4( temp_output_106_0_g880 , 0.0 ) * ZProjection97_g880 ) + ( lerpResult121_g880 * ( mulTime109_g880 + pow( simplePerlin2D49_g880 , 2.0 ) ) ) ).xy );
|
|
float4 temp_cast_26 = (tex2DNode152_g880.r).xxxx;
|
|
float4 temp_cast_27 = (MaskWorldZ583).xxxx;
|
|
float4 InputMaskWorldZ205_g880 = temp_cast_27;
|
|
float4 clampResult175_g880 = clamp( ( CalculateContrast(clampResult243_g880,temp_cast_26) * InputMaskWorldZ205_g880 * clampResult243_g880 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float blendOpSrc118_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a;
|
|
float blendOpDest118_g880 = ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 );
|
|
#ifdef _ENABLETRAILOFDROP_ON
|
|
float staticSwitch124_g880 = ( blendOpSrc118_g880 + blendOpDest118_g880 );
|
|
#else
|
|
float staticSwitch124_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a;
|
|
#endif
|
|
float4 ZTrailOfDrop157_g880 = saturate( ( staticSwitch124_g880 * _IntensityDripLine * InputMaskWorldZ205_g880 ) );
|
|
float4 blendOpSrc179_g880 = clampResult175_g880;
|
|
float4 blendOpDest179_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode152_g880.b * InputMaskWorldZ205_g880 )) * ZTrailOfDrop157_g880 );
|
|
float4 blendOpSrc186_g880 = staticSwitch235_g880;
|
|
float4 blendOpDest186_g880 = ( saturate( ( blendOpSrc179_g880 + blendOpDest179_g880 ) ));
|
|
float4 blendOpSrc185_g880 = saturate( ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldX199_g880 ) );
|
|
float4 blendOpDest185_g880 = saturate( ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldZ205_g880 ) );
|
|
float4 blendOpSrc188_g880 = InputMaskWorldX199_g880;
|
|
float4 blendOpDest188_g880 = InputMaskWorldZ205_g880;
|
|
float4 temp_cast_37 = (MaskWorldY589).xxxx;
|
|
float4 InputMaskWorldY207_g880 = temp_cast_37;
|
|
float4 blendOpSrc190_g880 = ( saturate( max( blendOpSrc188_g880, blendOpDest188_g880 ) ));
|
|
float4 blendOpDest190_g880 = ( InputMaskWorldY207_g880 * 2.0 );
|
|
float4 clampResult192_g880 = clamp( ( ( ( saturate( ( blendOpSrc186_g880 + blendOpDest186_g880 ) )) * ( saturate( max( blendOpSrc185_g880, blendOpDest185_g880 ) )) ) * ( saturate( max( blendOpSrc190_g880, blendOpDest190_g880 ) )) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 blendOpSrc226_g880 = ( temp_output_83_0_g880 * InputMaskWorldX199_g880 );
|
|
float4 blendOpDest226_g880 = ( temp_output_80_0_g880 * InputMaskWorldZ205_g880 );
|
|
float4 temp_output_226_0_g880 = ( saturate( max( blendOpSrc226_g880, blendOpDest226_g880 ) ));
|
|
float4 MaskRandom231_g880 = ( temp_output_226_0_g880 + temp_output_226_0_g880 );
|
|
float4 RainDropsFalling766 = (( _EnableRandomMask )?( ( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) * MaskRandom231_g880 ) ):( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) ));
|
|
float4 blendOpSrc772 = temp_cast_8;
|
|
float4 blendOpDest772 = RainDropsFalling766;
|
|
float height107_g893 = ( saturate( max( blendOpSrc772, blendOpDest772 ) )).r;
|
|
float scale107_g893 = ( _NormalDrop / 10.0 );
|
|
float3 localPerturbNormal107_g893 = PerturbNormal107_g893( surf_pos107_g893 , surf_norm107_g893 , height107_g893 , scale107_g893 );
|
|
float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal);
|
|
float3 worldToTangentDir42_g893 = mul( ase_worldToTangent, localPerturbNormal107_g893);
|
|
float2 uv_BumpMap = IN.ase_texcoord7.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
|
float2 break26_g895 = uv_BumpMap;
|
|
float2 appendResult14_g895 = (float2(( break26_g895.x * GlobalTilingX11 ) , ( break26_g895.y * GlobalTilingY8 )));
|
|
float2 appendResult13_g895 = (float2(( break26_g895.x + GlobalOffsetX10 ) , ( break26_g895.y + GlobalOffsetY9 )));
|
|
float3 unpack4_g894 = UnpackNormalScale( tex2D( _BumpMap, ( ( appendResult14_g895 + appendResult13_g895 ) + Parallaxe494 ) ), _BumpScale );
|
|
unpack4_g894.z = lerp( 1, unpack4_g894.z, saturate(_BumpScale) );
|
|
float3 Normal27 = BlendNormal( worldToTangentDir42_g893 , unpack4_g894 );
|
|
|
|
float2 uv_EmissionMap = IN.ase_texcoord7.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
|
float2 break26_g986 = uv_EmissionMap;
|
|
float2 appendResult14_g986 = (float2(( break26_g986.x * GlobalTilingX11 ) , ( break26_g986.y * GlobalTilingY8 )));
|
|
float2 appendResult13_g986 = (float2(( break26_g986.x + GlobalOffsetX10 ) , ( break26_g986.y + GlobalOffsetY9 )));
|
|
float3 worldRefl28_g984 = normalize( reflect( -WorldViewDirection, float3( dot( tanToWorld0, Normal27 ), dot( tanToWorld1, Normal27 ), dot( tanToWorld2, Normal27 ) ) ) );
|
|
float4 texCUBENode27_g984 = texCUBElod( _Cubemap, float4( worldRefl28_g984, _BlurReflection) );
|
|
float clampResult39_g984 = clamp( _ReflectionIntensity , 0.0 , 100.0 );
|
|
float4 temp_cast_41 = (1.0).xxxx;
|
|
float4 temp_cast_42 = (1.0).xxxx;
|
|
float4 temp_cast_43 = (RainDrops606).xxxx;
|
|
float4 blendOpSrc780 = RainDropsFalling766;
|
|
float4 blendOpDest780 = temp_cast_43;
|
|
float4 temp_cast_44 = (RainDrops606).xxxx;
|
|
#if defined(_REFLECTED_ALL)
|
|
float4 staticSwitch963 = temp_cast_41;
|
|
#elif defined(_REFLECTED_RAINDROPS)
|
|
float4 staticSwitch963 = ( saturate( max( blendOpSrc780, blendOpDest780 ) ));
|
|
#elif defined(_REFLECTED_DROPONLY)
|
|
float4 staticSwitch963 = temp_cast_44;
|
|
#elif defined(_REFLECTED_DRIPLINEONLY)
|
|
float4 staticSwitch963 = RainDropsFalling766;
|
|
#else
|
|
float4 staticSwitch963 = temp_cast_41;
|
|
#endif
|
|
float4 Emission110 = ( ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g986 + appendResult13_g986 ) + Parallaxe494 ) ) * _EmissionIntensity ) + ( ( texCUBENode27_g984 * ( texCUBENode27_g984.a * clampResult39_g984 ) * _ColorCubemap1 ) * staticSwitch963 ) );
|
|
|
|
float Metallic41 = ( tex2DNode3_g621.r * _Metallic );
|
|
|
|
float temp_output_1_0_g621 = ( tex2DNode3_g621.a * _Glossiness );
|
|
float4 temp_cast_48 = (RainDrops606).xxxx;
|
|
float4 blendOpSrc707 = temp_cast_48;
|
|
float4 blendOpDest707 = RainDropsFalling766;
|
|
float4 temp_output_609_0 = ( ( _SmoothnessDrop * 5.0 ) * ( saturate( max( blendOpSrc707, blendOpDest707 ) )) );
|
|
float4 temp_cast_49 = (temp_output_1_0_g621).xxxx;
|
|
float4 blendOpSrc613 = temp_cast_49;
|
|
float4 blendOpDest613 = temp_output_609_0;
|
|
#if defined(_BLENDINGMODEDROPS_ADDITIVE)
|
|
float4 staticSwitch612 = ( temp_output_1_0_g621 + temp_output_609_0 );
|
|
#elif defined(_BLENDINGMODEDROPS_LIGHTEN)
|
|
float4 staticSwitch612 = ( saturate( max( blendOpSrc613, blendOpDest613 ) ));
|
|
#else
|
|
float4 staticSwitch612 = ( temp_output_1_0_g621 + temp_output_609_0 );
|
|
#endif
|
|
float4 Smoothness40 = staticSwitch612;
|
|
|
|
float blendOpSrc34_g621 = tex2DNode3_g621.g;
|
|
float blendOpDest34_g621 = ( 1.0 - _AoIntensity );
|
|
float AOG565 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc34_g621 ) * ( 1.0 - blendOpDest34_g621 ) ) ));
|
|
float AmbientOcclusion94 = AOG565;
|
|
|
|
float3 Albedo = Albedo26.rgb;
|
|
float3 Normal = Normal27;
|
|
float3 Emission = Emission110.rgb;
|
|
float3 Specular = 0.5;
|
|
float Metallic = Metallic41;
|
|
float Smoothness = Smoothness40.r;
|
|
float Occlusion = AmbientOcclusion94;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = 1;
|
|
float3 Translucency = 1;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
inputData.shadowCoord = ShadowCoords;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
|
|
#ifdef _ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
half4 color = UniversalFragmentPBR(
|
|
inputData,
|
|
Albedo,
|
|
Metallic,
|
|
Specular,
|
|
Smoothness,
|
|
Occlusion,
|
|
Emission,
|
|
Alpha);
|
|
|
|
#ifdef _TRANSMISSION_ASE
|
|
{
|
|
float shadow = _TransmissionShadow;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
|
color.rgb += Albedo * mainTransmission;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
|
color.rgb += Albedo * transmission;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
{
|
|
float shadow = _TransShadow;
|
|
float normal = _TransNormal;
|
|
float scattering = _TransScattering;
|
|
float direct = _TransDirect;
|
|
float ambient = _TransAmbient;
|
|
float strength = _TransStrength;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * mainTranslucency * strength;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += Albedo * translucency * strength;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef _REFRACTION_ASE
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 70301
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionColor;
|
|
float4 _Color;
|
|
float4 _BaseMap_ST;
|
|
float4 _GlobalXYTilingXYZWOffsetXY;
|
|
float4 _MetallicGlossMapMAHS_ST;
|
|
float4 _ColorCubemap1;
|
|
float4 _EmissionMap_ST;
|
|
float4 _BumpMap_ST;
|
|
float _DripLineSpeed;
|
|
float _TilingVertical;
|
|
float _TrailDropContrast;
|
|
float _TrailDropTiling;
|
|
float _TrailDropSpeed;
|
|
float _TrailDropSize;
|
|
float _IntensityDripLine;
|
|
float _Brightness;
|
|
float _BumpScale;
|
|
float _RandomMax;
|
|
float _EmissionIntensity;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _Metallic;
|
|
float _Glossiness;
|
|
float _NormalDrop;
|
|
float _GrowMask;
|
|
float _TilingHorizontal;
|
|
float _EnableProjectionGrid;
|
|
float _Parallax;
|
|
float _Saturation;
|
|
float _SplashSpeed;
|
|
float _Tiling;
|
|
float _Noisescale;
|
|
float _Size;
|
|
float _DotFalloff;
|
|
float _Intensity;
|
|
float _EnableDropSide;
|
|
float _UseBaseColorAlphaMaskTop;
|
|
float _DropTopIntensity;
|
|
float _InvertABaseColor;
|
|
float _UseBaseColorAlphaMaskSide;
|
|
float _DropSideIntensity;
|
|
float _EnableRandomMask;
|
|
float _UseBaseColorAlphaMaskSide1;
|
|
float _DripLineContrast;
|
|
float _Amount;
|
|
float _SmoothnessDrop;
|
|
float _RandomPosition;
|
|
float _AoIntensity;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
float3 _LightDirection;
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
|
|
|
|
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
|
|
|
|
#if UNITY_REVERSED_Z
|
|
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = clipPos;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 70301
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionColor;
|
|
float4 _Color;
|
|
float4 _BaseMap_ST;
|
|
float4 _GlobalXYTilingXYZWOffsetXY;
|
|
float4 _MetallicGlossMapMAHS_ST;
|
|
float4 _ColorCubemap1;
|
|
float4 _EmissionMap_ST;
|
|
float4 _BumpMap_ST;
|
|
float _DripLineSpeed;
|
|
float _TilingVertical;
|
|
float _TrailDropContrast;
|
|
float _TrailDropTiling;
|
|
float _TrailDropSpeed;
|
|
float _TrailDropSize;
|
|
float _IntensityDripLine;
|
|
float _Brightness;
|
|
float _BumpScale;
|
|
float _RandomMax;
|
|
float _EmissionIntensity;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _Metallic;
|
|
float _Glossiness;
|
|
float _NormalDrop;
|
|
float _GrowMask;
|
|
float _TilingHorizontal;
|
|
float _EnableProjectionGrid;
|
|
float _Parallax;
|
|
float _Saturation;
|
|
float _SplashSpeed;
|
|
float _Tiling;
|
|
float _Noisescale;
|
|
float _Size;
|
|
float _DotFalloff;
|
|
float _Intensity;
|
|
float _EnableDropSide;
|
|
float _UseBaseColorAlphaMaskTop;
|
|
float _DropTopIntensity;
|
|
float _InvertABaseColor;
|
|
float _UseBaseColorAlphaMaskSide;
|
|
float _DropSideIntensity;
|
|
float _EnableRandomMask;
|
|
float _UseBaseColorAlphaMaskSide1;
|
|
float _DripLineContrast;
|
|
float _Amount;
|
|
float _SmoothnessDrop;
|
|
float _RandomPosition;
|
|
float _AoIntensity;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#endif
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
#endif
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 70301
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#pragma shader_feature_local _ENABLETRAILOFDROP_ON
|
|
#pragma shader_feature_local _REFLECTED_ALL _REFLECTED_RAINDROPS _REFLECTED_DROPONLY _REFLECTED_DRIPLINEONLY
|
|
|
|
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_tangent : TANGENT;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionColor;
|
|
float4 _Color;
|
|
float4 _BaseMap_ST;
|
|
float4 _GlobalXYTilingXYZWOffsetXY;
|
|
float4 _MetallicGlossMapMAHS_ST;
|
|
float4 _ColorCubemap1;
|
|
float4 _EmissionMap_ST;
|
|
float4 _BumpMap_ST;
|
|
float _DripLineSpeed;
|
|
float _TilingVertical;
|
|
float _TrailDropContrast;
|
|
float _TrailDropTiling;
|
|
float _TrailDropSpeed;
|
|
float _TrailDropSize;
|
|
float _IntensityDripLine;
|
|
float _Brightness;
|
|
float _BumpScale;
|
|
float _RandomMax;
|
|
float _EmissionIntensity;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _Metallic;
|
|
float _Glossiness;
|
|
float _NormalDrop;
|
|
float _GrowMask;
|
|
float _TilingHorizontal;
|
|
float _EnableProjectionGrid;
|
|
float _Parallax;
|
|
float _Saturation;
|
|
float _SplashSpeed;
|
|
float _Tiling;
|
|
float _Noisescale;
|
|
float _Size;
|
|
float _DotFalloff;
|
|
float _Intensity;
|
|
float _EnableDropSide;
|
|
float _UseBaseColorAlphaMaskTop;
|
|
float _DropTopIntensity;
|
|
float _InvertABaseColor;
|
|
float _UseBaseColorAlphaMaskSide;
|
|
float _DropSideIntensity;
|
|
float _EnableRandomMask;
|
|
float _UseBaseColorAlphaMaskSide1;
|
|
float _DripLineContrast;
|
|
float _Amount;
|
|
float _SmoothnessDrop;
|
|
float _RandomPosition;
|
|
float _AoIntensity;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _BaseMap;
|
|
sampler2D _MetallicGlossMapMAHS;
|
|
sampler2D _EmissionMap;
|
|
samplerCUBE _Cubemap;
|
|
sampler2D _GradientTexRain1;
|
|
sampler2D _BumpMap;
|
|
|
|
|
|
inline float2 ParallaxOffset( half h, half height, half3 viewDir )
|
|
{
|
|
h = h * height - height/2.0;
|
|
float3 v = normalize( viewDir );
|
|
v.z += 0.42;
|
|
return h* (v.xy / v.z);
|
|
}
|
|
|
|
float4 CalculateContrast( float contrastValue, float4 colorTarget )
|
|
{
|
|
float t = 0.5 * ( 1.0 - contrastValue );
|
|
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
|
|
}
|
|
float2 voronoihash58_g879( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi58_g879( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash58_g879( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float2 voronoihash877( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi877( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash877( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.5 * dot( r, r );
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
|
|
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
|
|
float snoise( float2 v )
|
|
{
|
|
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
|
|
float2 i = floor( v + dot( v, C.yy ) );
|
|
float2 x0 = v - i + dot( i, C.xx );
|
|
float2 i1;
|
|
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
|
|
float4 x12 = x0.xyxy + C.xxzz;
|
|
x12.xy -= i1;
|
|
i = mod2D289( i );
|
|
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
|
|
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
|
|
m = m * m;
|
|
m = m * m;
|
|
float3 x = 2.0 * frac( p * C.www ) - 1.0;
|
|
float3 h = abs( x ) - 0.5;
|
|
float3 ox = floor( x + 0.5 );
|
|
float3 a0 = x - ox;
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
|
|
float3 g;
|
|
g.x = a0.x * x0.x + h.x * x0.y;
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
|
return 130.0 * dot( m, g );
|
|
}
|
|
|
|
float2 voronoihash48_g880( float2 p )
|
|
{
|
|
|
|
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
|
|
return frac( sin( p ) *43758.5453);
|
|
}
|
|
|
|
float voronoi48_g880( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
|
|
{
|
|
float2 n = floor( v );
|
|
float2 f = frac( v );
|
|
float F1 = 8.0;
|
|
float F2 = 8.0; float2 mg = 0;
|
|
for ( int j = -1; j <= 1; j++ )
|
|
{
|
|
for ( int i = -1; i <= 1; i++ )
|
|
{
|
|
float2 g = float2( i, j );
|
|
float2 o = voronoihash48_g880( n + g );
|
|
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
|
|
float d = 0.707 * sqrt(dot( r, r ));
|
|
if( d<F1 ) {
|
|
F2 = F1;
|
|
F1 = d; mg = g; mr = r; id = o;
|
|
} else if( d<F2 ) {
|
|
F2 = d;
|
|
|
|
}
|
|
}
|
|
}
|
|
return F1;
|
|
}
|
|
|
|
float3 PerturbNormal107_g893( float3 surf_pos, float3 surf_norm, float height, float scale )
|
|
{
|
|
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
|
|
float3 vSigmaS = ddx( surf_pos );
|
|
float3 vSigmaT = ddy( surf_pos );
|
|
float3 vN = surf_norm;
|
|
float3 vR1 = cross( vSigmaT , vN );
|
|
float3 vR2 = cross( vN , vSigmaS );
|
|
float fDet = dot( vSigmaS , vR1 );
|
|
float dBs = ddx( height );
|
|
float dBt = ddy( height );
|
|
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
|
|
return normalize ( abs( fDet ) * vN - vSurfGrad );
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
|
o.ase_texcoord3.xyz = ase_worldTangent;
|
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord4.xyz = ase_worldNormal;
|
|
float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w;
|
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
|
o.ase_texcoord5.xyz = ase_worldBitangent;
|
|
|
|
o.ase_texcoord2.xyz = v.ase_texcoord.xyz;
|
|
o.ase_texcoord6 = v.vertex;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.w = 0;
|
|
o.ase_texcoord3.w = 0;
|
|
o.ase_texcoord4.w = 0;
|
|
o.ase_texcoord5.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.clipPos;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_tangent : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_tangent = v.ase_tangent;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN , FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 uv_BaseMap = IN.ase_texcoord2.xyz.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
|
float2 break26_g818 = uv_BaseMap;
|
|
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
|
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
|
float2 appendResult14_g818 = (float2(( break26_g818.x * GlobalTilingX11 ) , ( break26_g818.y * GlobalTilingY8 )));
|
|
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
|
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
|
float2 appendResult13_g818 = (float2(( break26_g818.x + GlobalOffsetX10 ) , ( break26_g818.y + GlobalOffsetY9 )));
|
|
float2 uv_MetallicGlossMapMAHS = IN.ase_texcoord2.xyz.xy * _MetallicGlossMapMAHS_ST.xy + _MetallicGlossMapMAHS_ST.zw;
|
|
float2 break26_g622 = uv_MetallicGlossMapMAHS;
|
|
float2 appendResult14_g622 = (float2(( break26_g622.x * GlobalTilingX11 ) , ( break26_g622.y * GlobalTilingY8 )));
|
|
float2 appendResult13_g622 = (float2(( break26_g622.x + GlobalOffsetX10 ) , ( break26_g622.y + GlobalOffsetY9 )));
|
|
float4 tex2DNode3_g621 = tex2D( _MetallicGlossMapMAHS, ( ( appendResult14_g622 + appendResult13_g622 ) + float2( 0,0 ) ) );
|
|
float3 ase_worldTangent = IN.ase_texcoord3.xyz;
|
|
float3 ase_worldNormal = IN.ase_texcoord4.xyz;
|
|
float3 ase_worldBitangent = IN.ase_texcoord5.xyz;
|
|
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
|
|
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
|
|
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
|
|
ase_tanViewDir = normalize(ase_tanViewDir);
|
|
float2 paralaxOffset38_g621 = ParallaxOffset( tex2DNode3_g621.b , _Parallax , ase_tanViewDir );
|
|
float2 switchResult37_g621 = (((ase_vface>0)?(paralaxOffset38_g621):(0.0)));
|
|
float2 Parallaxe494 = switchResult37_g621;
|
|
float4 tex2DNode7_g817 = tex2D( _BaseMap, ( ( appendResult14_g818 + appendResult13_g818 ) + Parallaxe494 ) );
|
|
float clampResult27_g817 = clamp( _Saturation , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor29_g817 = ( _Color * tex2DNode7_g817 ).rgb;
|
|
float desaturateDot29_g817 = dot( desaturateInitialColor29_g817, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar29_g817 = lerp( desaturateInitialColor29_g817, desaturateDot29_g817.xxx, -clampResult27_g817 );
|
|
float4 temp_output_819_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g817 , 0.0 ));
|
|
float4 Albedo26 = temp_output_819_0;
|
|
|
|
float2 uv_EmissionMap = IN.ase_texcoord2.xyz.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
|
|
float2 break26_g986 = uv_EmissionMap;
|
|
float2 appendResult14_g986 = (float2(( break26_g986.x * GlobalTilingX11 ) , ( break26_g986.y * GlobalTilingY8 )));
|
|
float2 appendResult13_g986 = (float2(( break26_g986.x + GlobalOffsetX10 ) , ( break26_g986.y + GlobalOffsetY9 )));
|
|
float3 surf_pos107_g893 = WorldPosition;
|
|
float3 surf_norm107_g893 = ase_worldNormal;
|
|
float2 temp_cast_3 = (_SplashSpeed).xx;
|
|
float time58_g879 = ( 1.0 * 0.001 );
|
|
float2 voronoiSmoothId0 = 0;
|
|
float2 texCoord55_g879 = IN.ase_texcoord2.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float temp_output_577_0 = ( _Noisescale * 100.0 );
|
|
float clampResult962 = clamp( temp_output_577_0 , 0.0 , 10000.0 );
|
|
float time877 = 0.0;
|
|
float2 texCoord576 = IN.ase_texcoord2.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 coords877 = texCoord576 * clampResult962;
|
|
float2 id877 = 0;
|
|
float2 uv877 = 0;
|
|
float fade877 = 0.5;
|
|
float voroi877 = 0;
|
|
float rest877 = 0;
|
|
for( int it877 = 0; it877 <3; it877++ ){
|
|
voroi877 += fade877 * voronoi877( coords877, time877, id877, uv877, 0,voronoiSmoothId0 );
|
|
rest877 += fade877;
|
|
coords877 *= 2;
|
|
fade877 *= 0.5;
|
|
}//Voronoi877
|
|
voroi877 /= rest877;
|
|
float Noise588 = ( voroi877 * 0.005 );
|
|
float4 temp_cast_5 = (Noise588).xxxx;
|
|
float2 coords58_g879 = ( float4( texCoord55_g879, 0.0 , 0.0 ) + temp_cast_5 ).xy * _Tiling;
|
|
float2 id58_g879 = 0;
|
|
float2 uv58_g879 = 0;
|
|
float fade58_g879 = 0.5;
|
|
float voroi58_g879 = 0;
|
|
float rest58_g879 = 0;
|
|
for( int it58_g879 = 0; it58_g879 <2; it58_g879++ ){
|
|
voroi58_g879 += fade58_g879 * voronoi58_g879( coords58_g879, time58_g879, id58_g879, uv58_g879, 0,voronoiSmoothId0 );
|
|
rest58_g879 += fade58_g879;
|
|
coords58_g879 *= 2;
|
|
fade58_g879 *= 0.5;
|
|
}//Voronoi58_g879
|
|
voroi58_g879 /= rest58_g879;
|
|
float2 myVarName60_g879 = id58_g879;
|
|
float2 panner63_g879 = ( 1.0 * _Time.y * temp_cast_3 + ( step( voroi58_g879 , 0.1 ) * myVarName60_g879 ));
|
|
float temp_output_79_0_g879 = (0.0 + (_Size - 0.0) * (0.05 - 0.0) / (1.0 - 0.0));
|
|
float temp_output_120_0_g879 = saturate( ( step( voroi58_g879 , temp_output_79_0_g879 ) * ( 1.0 - ( voroi58_g879 * temp_output_79_0_g879 * (1.0 + (_DotFalloff - 0.0) * (500.0 - 1.0) / (1.0 - 0.0)) ) ) ) );
|
|
float MaskWorldY589 = ase_worldNormal.y;
|
|
float temp_output_667_0 = ( MaskWorldY589 * _DropTopIntensity );
|
|
float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g817.a ) ):( tex2DNode7_g817.a ));
|
|
float3 temp_cast_7 = (0.5).xxx;
|
|
float3 break580 = ( abs( ase_worldNormal ) - temp_cast_7 );
|
|
float MaskWorldX585 = break580.x;
|
|
float MaskWorldZ583 = break580.z;
|
|
float blendOpSrc598 = MaskWorldX585;
|
|
float blendOpDest598 = MaskWorldZ583;
|
|
float temp_output_599_0 = ( ( saturate( max( blendOpSrc598, blendOpDest598 ) )) * _DropSideIntensity );
|
|
float blendOpSrc603 = (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 ));
|
|
float blendOpDest603 = (( _UseBaseColorAlphaMaskSide )?( ( temp_output_599_0 * BaseColorAlpha46 ) ):( temp_output_599_0 ));
|
|
float clampResult605 = clamp( ( ( saturate( ( tex2D( _GradientTexRain1, panner63_g879 ).g * temp_output_120_0_g879 ) ) * _Intensity ) * (( _EnableDropSide )?( ( saturate( max( blendOpSrc603, blendOpDest603 ) )) ):( (( _UseBaseColorAlphaMaskTop )?( ( temp_output_667_0 * BaseColorAlpha46 ) ):( temp_output_667_0 )) )) ) , 0.0 , 1.0 );
|
|
float RainDrops606 = clampResult605;
|
|
float4 temp_cast_8 = (RainDrops606).xxxx;
|
|
float clampResult243_g880 = clamp( _DripLineContrast , 0.0 , 100.0 );
|
|
float4 transform13_g880 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord6.xyz , 0.0 ));
|
|
float4 appendResult16_g880 = (float4(transform13_g880.z , transform13_g880.y , 0.0 , 0.0));
|
|
float clampResult5_g880 = clamp( _Amount , 8.0 , 1000.0 );
|
|
float2 _Globaltiling = float2(1,1);
|
|
float4 XProjectionAmount23_g880 = ( appendResult16_g880 * ( clampResult5_g880 * ( _Globaltiling.y * _TilingHorizontal ) ) );
|
|
float RandomPosition25_g880 = _RandomPosition;
|
|
float simplePerlin2D46_g880 = snoise( ( floor( XProjectionAmount23_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*RandomPosition25_g880 );
|
|
simplePerlin2D46_g880 = simplePerlin2D46_g880*0.5 + 0.5;
|
|
float temp_output_240_0_g880 = (1.0 + (_GrowMask - 1.0) * (50.0 - 1.0) / (10.0 - 1.0));
|
|
float temp_output_83_0_g880 = round( ( pow( simplePerlin2D46_g880 , 2.0 ) * temp_output_240_0_g880 ) );
|
|
float RF_RandomMin66_g880 = 0.05;
|
|
float RF_Random65_g880 = (0.05 + (_RandomMax - 0.1) * (1.0 - 0.05) / (1.0 - 0.1));
|
|
float2 appendResult88_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880));
|
|
float4 appendResult99_g880 = (float4(temp_output_83_0_g880 , appendResult88_g880 , 0.0));
|
|
float4 break104_g880 = appendResult99_g880;
|
|
float lerpResult117_g880 = lerp( break104_g880.y , break104_g880.z , pow( simplePerlin2D46_g880 , 2.0 ));
|
|
float RF_Timespeed77_g880 = _DripLineSpeed;
|
|
float mulTime105_g880 = _TimeParameters.x * -RF_Timespeed77_g880;
|
|
float4 XProjection98_g880 = appendResult16_g880;
|
|
float3 temp_output_106_0_g880 = ( float3(0,-1,0) * _TilingVertical );
|
|
float4 tex2DNode147_g880 = tex2D( _GradientTexRain1, ( ( lerpResult117_g880 * ( mulTime105_g880 + pow( simplePerlin2D46_g880 , 2.0 ) ) ) + ( XProjection98_g880 * float4( temp_output_106_0_g880 , 0.0 ) ) ).xy );
|
|
float4 temp_cast_14 = (tex2DNode147_g880.r).xxxx;
|
|
float4 temp_cast_15 = (MaskWorldX585).xxxx;
|
|
float4 InputMaskWorldX199_g880 = temp_cast_15;
|
|
float4 temp_output_168_0_g880 = ( CalculateContrast(clampResult243_g880,temp_cast_14) * InputMaskWorldX199_g880 * clampResult243_g880 );
|
|
float4 clampResult173_g880 = clamp( temp_output_168_0_g880 , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float clampResult156_g880 = clamp( (-1.0 + (_TrailDropContrast - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) , -1.0 , 100.0 );
|
|
float mulTime40_g880 = _TimeParameters.x * _TrailDropSpeed;
|
|
float time48_g880 = mulTime40_g880;
|
|
float2 texCoord41_g880 = IN.ase_texcoord2.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 coords48_g880 = texCoord41_g880 * _TrailDropTiling;
|
|
float2 id48_g880 = 0;
|
|
float2 uv48_g880 = 0;
|
|
float fade48_g880 = 0.5;
|
|
float voroi48_g880 = 0;
|
|
float rest48_g880 = 0;
|
|
for( int it48_g880 = 0; it48_g880 <2; it48_g880++ ){
|
|
voroi48_g880 += fade48_g880 * voronoi48_g880( coords48_g880, time48_g880, id48_g880, uv48_g880, 0,voronoiSmoothId0 );
|
|
rest48_g880 += fade48_g880;
|
|
coords48_g880 *= 2;
|
|
fade48_g880 *= 0.5;
|
|
}//Voronoi48_g880
|
|
voroi48_g880 /= rest48_g880;
|
|
float temp_output_52_0_g880 = ( voroi48_g880 * (2.0 + (_TrailDropSize - 0.0) * (4.0 - 2.0) / (1.0 - 0.0)) );
|
|
float temp_output_72_0_g880 = ( step( voroi48_g880 , temp_output_52_0_g880 ) * ( 1.0 - temp_output_52_0_g880 ) );
|
|
float blendOpSrc112_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a;
|
|
float blendOpDest112_g880 = ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 );
|
|
#ifdef _ENABLETRAILOFDROP_ON
|
|
float staticSwitch129_g880 = ( blendOpSrc112_g880 + blendOpDest112_g880 );
|
|
#else
|
|
float staticSwitch129_g880 = tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a;
|
|
#endif
|
|
float4 XTrailOfDrop161_g880 = saturate( ( staticSwitch129_g880 * _IntensityDripLine * InputMaskWorldX199_g880 ) );
|
|
float4 blendOpSrc177_g880 = clampResult173_g880;
|
|
float4 blendOpDest177_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode147_g880.b * InputMaskWorldX199_g880 )) * XTrailOfDrop161_g880 );
|
|
#ifdef _ENABLETRAILOFDROP_ON
|
|
float4 staticSwitch235_g880 = ( blendOpSrc177_g880 + blendOpDest177_g880 );
|
|
#else
|
|
float4 staticSwitch235_g880 = clampResult173_g880;
|
|
#endif
|
|
float4 appendResult17_g880 = (float4(transform13_g880.x , transform13_g880.y , 0.0 , 0.0));
|
|
float4 ZProjection97_g880 = appendResult17_g880;
|
|
float4 ZProjectionAmount22_g880 = ( appendResult17_g880 * ( ( _Globaltiling.y * _TilingHorizontal ) * clampResult5_g880 ) );
|
|
float simplePerlin2D49_g880 = snoise( ( floor( ZProjectionAmount22_g880 ) * float4( (( _EnableProjectionGrid )?( float2( 1,1 ) ):( float2( 1,0 ) )), 0.0 , 0.0 ) ).xy*( RandomPosition25_g880 + 0.5 ) );
|
|
simplePerlin2D49_g880 = simplePerlin2D49_g880*0.5 + 0.5;
|
|
float temp_output_80_0_g880 = round( ( pow( simplePerlin2D49_g880 , 2.0 ) * temp_output_240_0_g880 ) );
|
|
float2 appendResult85_g880 = (float2(RF_RandomMin66_g880 , RF_Random65_g880));
|
|
float4 appendResult101_g880 = (float4(temp_output_80_0_g880 , appendResult85_g880 , 0.0));
|
|
float4 break110_g880 = appendResult101_g880;
|
|
float lerpResult121_g880 = lerp( break110_g880.y , break110_g880.z , pow( simplePerlin2D49_g880 , 2.0 ));
|
|
float mulTime109_g880 = _TimeParameters.x * -RF_Timespeed77_g880;
|
|
float4 tex2DNode152_g880 = tex2D( _GradientTexRain1, ( ( float4( temp_output_106_0_g880 , 0.0 ) * ZProjection97_g880 ) + ( lerpResult121_g880 * ( mulTime109_g880 + pow( simplePerlin2D49_g880 , 2.0 ) ) ) ).xy );
|
|
float4 temp_cast_26 = (tex2DNode152_g880.r).xxxx;
|
|
float4 temp_cast_27 = (MaskWorldZ583).xxxx;
|
|
float4 InputMaskWorldZ205_g880 = temp_cast_27;
|
|
float4 clampResult175_g880 = clamp( ( CalculateContrast(clampResult243_g880,temp_cast_26) * InputMaskWorldZ205_g880 * clampResult243_g880 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float blendOpSrc118_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a;
|
|
float blendOpDest118_g880 = ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * temp_output_72_0_g880 );
|
|
#ifdef _ENABLETRAILOFDROP_ON
|
|
float staticSwitch124_g880 = ( blendOpSrc118_g880 + blendOpDest118_g880 );
|
|
#else
|
|
float staticSwitch124_g880 = tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a;
|
|
#endif
|
|
float4 ZTrailOfDrop157_g880 = saturate( ( staticSwitch124_g880 * _IntensityDripLine * InputMaskWorldZ205_g880 ) );
|
|
float4 blendOpSrc179_g880 = clampResult175_g880;
|
|
float4 blendOpDest179_g880 = ( CalculateContrast(clampResult156_g880,( tex2DNode152_g880.b * InputMaskWorldZ205_g880 )) * ZTrailOfDrop157_g880 );
|
|
float4 blendOpSrc186_g880 = staticSwitch235_g880;
|
|
float4 blendOpDest186_g880 = ( saturate( ( blendOpSrc179_g880 + blendOpDest179_g880 ) ));
|
|
float4 blendOpSrc185_g880 = saturate( ( tex2D( _GradientTexRain1, ( XProjectionAmount23_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldX199_g880 ) );
|
|
float4 blendOpDest185_g880 = saturate( ( tex2D( _GradientTexRain1, ( ZProjectionAmount22_g880 / 8.0 ).xy ).a * _IntensityDripLine * InputMaskWorldZ205_g880 ) );
|
|
float4 blendOpSrc188_g880 = InputMaskWorldX199_g880;
|
|
float4 blendOpDest188_g880 = InputMaskWorldZ205_g880;
|
|
float4 temp_cast_37 = (MaskWorldY589).xxxx;
|
|
float4 InputMaskWorldY207_g880 = temp_cast_37;
|
|
float4 blendOpSrc190_g880 = ( saturate( max( blendOpSrc188_g880, blendOpDest188_g880 ) ));
|
|
float4 blendOpDest190_g880 = ( InputMaskWorldY207_g880 * 2.0 );
|
|
float4 clampResult192_g880 = clamp( ( ( ( saturate( ( blendOpSrc186_g880 + blendOpDest186_g880 ) )) * ( saturate( max( blendOpSrc185_g880, blendOpDest185_g880 ) )) ) * ( saturate( max( blendOpSrc190_g880, blendOpDest190_g880 ) )) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
|
|
float4 blendOpSrc226_g880 = ( temp_output_83_0_g880 * InputMaskWorldX199_g880 );
|
|
float4 blendOpDest226_g880 = ( temp_output_80_0_g880 * InputMaskWorldZ205_g880 );
|
|
float4 temp_output_226_0_g880 = ( saturate( max( blendOpSrc226_g880, blendOpDest226_g880 ) ));
|
|
float4 MaskRandom231_g880 = ( temp_output_226_0_g880 + temp_output_226_0_g880 );
|
|
float4 RainDropsFalling766 = (( _EnableRandomMask )?( ( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) * MaskRandom231_g880 ) ):( (( _UseBaseColorAlphaMaskSide1 )?( ( clampResult192_g880 * BaseColorAlpha46 ) ):( clampResult192_g880 )) ));
|
|
float4 blendOpSrc772 = temp_cast_8;
|
|
float4 blendOpDest772 = RainDropsFalling766;
|
|
float height107_g893 = ( saturate( max( blendOpSrc772, blendOpDest772 ) )).r;
|
|
float scale107_g893 = ( _NormalDrop / 10.0 );
|
|
float3 localPerturbNormal107_g893 = PerturbNormal107_g893( surf_pos107_g893 , surf_norm107_g893 , height107_g893 , scale107_g893 );
|
|
float3x3 ase_worldToTangent = float3x3(ase_worldTangent,ase_worldBitangent,ase_worldNormal);
|
|
float3 worldToTangentDir42_g893 = mul( ase_worldToTangent, localPerturbNormal107_g893);
|
|
float2 uv_BumpMap = IN.ase_texcoord2.xyz.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
|
|
float2 break26_g895 = uv_BumpMap;
|
|
float2 appendResult14_g895 = (float2(( break26_g895.x * GlobalTilingX11 ) , ( break26_g895.y * GlobalTilingY8 )));
|
|
float2 appendResult13_g895 = (float2(( break26_g895.x + GlobalOffsetX10 ) , ( break26_g895.y + GlobalOffsetY9 )));
|
|
float3 unpack4_g894 = UnpackNormalScale( tex2D( _BumpMap, ( ( appendResult14_g895 + appendResult13_g895 ) + Parallaxe494 ) ), _BumpScale );
|
|
unpack4_g894.z = lerp( 1, unpack4_g894.z, saturate(_BumpScale) );
|
|
float3 Normal27 = BlendNormal( worldToTangentDir42_g893 , unpack4_g894 );
|
|
float3 worldRefl28_g984 = normalize( reflect( -ase_worldViewDir, float3( dot( tanToWorld0, Normal27 ), dot( tanToWorld1, Normal27 ), dot( tanToWorld2, Normal27 ) ) ) );
|
|
float4 texCUBENode27_g984 = texCUBElod( _Cubemap, float4( worldRefl28_g984, _BlurReflection) );
|
|
float clampResult39_g984 = clamp( _ReflectionIntensity , 0.0 , 100.0 );
|
|
float4 temp_cast_41 = (1.0).xxxx;
|
|
float4 temp_cast_42 = (1.0).xxxx;
|
|
float4 temp_cast_43 = (RainDrops606).xxxx;
|
|
float4 blendOpSrc780 = RainDropsFalling766;
|
|
float4 blendOpDest780 = temp_cast_43;
|
|
float4 temp_cast_44 = (RainDrops606).xxxx;
|
|
#if defined(_REFLECTED_ALL)
|
|
float4 staticSwitch963 = temp_cast_41;
|
|
#elif defined(_REFLECTED_RAINDROPS)
|
|
float4 staticSwitch963 = ( saturate( max( blendOpSrc780, blendOpDest780 ) ));
|
|
#elif defined(_REFLECTED_DROPONLY)
|
|
float4 staticSwitch963 = temp_cast_44;
|
|
#elif defined(_REFLECTED_DRIPLINEONLY)
|
|
float4 staticSwitch963 = RainDropsFalling766;
|
|
#else
|
|
float4 staticSwitch963 = temp_cast_41;
|
|
#endif
|
|
float4 Emission110 = ( ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g986 + appendResult13_g986 ) + Parallaxe494 ) ) * _EmissionIntensity ) + ( ( texCUBENode27_g984 * ( texCUBENode27_g984.a * clampResult39_g984 ) * _ColorCubemap1 ) * staticSwitch963 ) );
|
|
|
|
|
|
float3 Albedo = Albedo26.rgb;
|
|
float3 Emission = Emission110.rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = Albedo;
|
|
metaInput.Emission = Emission;
|
|
|
|
return MetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fog
|
|
#define ASE_FOG 1
|
|
#define _EMISSION
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 70301
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 vertex : POSITION;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_tangent : TANGENT;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 clipPos : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 worldPos : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _EmissionColor;
|
|
float4 _Color;
|
|
float4 _BaseMap_ST;
|
|
float4 _GlobalXYTilingXYZWOffsetXY;
|
|
float4 _MetallicGlossMapMAHS_ST;
|
|
float4 _ColorCubemap1;
|
|
float4 _EmissionMap_ST;
|
|
float4 _BumpMap_ST;
|
|
float _DripLineSpeed;
|
|
float _TilingVertical;
|
|
float _TrailDropContrast;
|
|
float _TrailDropTiling;
|
|
float _TrailDropSpeed;
|
|
float _TrailDropSize;
|
|
float _IntensityDripLine;
|
|
float _Brightness;
|
|
float _BumpScale;
|
|
float _RandomMax;
|
|
float _EmissionIntensity;
|
|
float _BlurReflection;
|
|
float _ReflectionIntensity;
|
|
float _Metallic;
|
|
float _Glossiness;
|
|
float _NormalDrop;
|
|
float _GrowMask;
|
|
float _TilingHorizontal;
|
|
float _EnableProjectionGrid;
|
|
float _Parallax;
|
|
float _Saturation;
|
|
float _SplashSpeed;
|
|
float _Tiling;
|
|
float _Noisescale;
|
|
float _Size;
|
|
float _DotFalloff;
|
|
float _Intensity;
|
|
float _EnableDropSide;
|
|
float _UseBaseColorAlphaMaskTop;
|
|
float _DropTopIntensity;
|
|
float _InvertABaseColor;
|
|
float _UseBaseColorAlphaMaskSide;
|
|
float _DropSideIntensity;
|
|
float _EnableRandomMask;
|
|
float _UseBaseColorAlphaMaskSide1;
|
|
float _DripLineContrast;
|
|
float _Amount;
|
|
float _SmoothnessDrop;
|
|
float _RandomPosition;
|
|
float _AoIntensity;
|
|
#ifdef _TRANSMISSION_ASE
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef _TRANSLUCENCY_ASE
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef TESSELLATION_ON
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
sampler2D _BaseMap;
|
|
sampler2D _MetallicGlossMapMAHS;
|
|
|
|
|
|
inline float2 ParallaxOffset( half h, half height, half3 viewDir )
|
|
{
|
|
h = h * height - height/2.0;
|
|
float3 v = normalize( viewDir );
|
|
v.z += 0.42;
|
|
return h* (v.xy / v.z);
|
|
}
|
|
|
|
float4 CalculateContrast( float contrastValue, float4 colorTarget )
|
|
{
|
|
float t = 0.5 * ( 1.0 - contrastValue );
|
|
return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
|
|
o.ase_texcoord3.xyz = ase_worldTangent;
|
|
float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
|
|
o.ase_texcoord4.xyz = ase_worldNormal;
|
|
float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w;
|
|
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
|
|
o.ase_texcoord5.xyz = ase_worldBitangent;
|
|
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord2.zw = 0;
|
|
o.ase_texcoord3.w = 0;
|
|
o.ase_texcoord4.w = 0;
|
|
o.ase_texcoord5.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
float3 vertexValue = defaultVertexValue;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.vertex.xyz = vertexValue;
|
|
#else
|
|
v.vertex.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
float4 positionCS = TransformWorldToHClip( positionWS );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.worldPos = positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.clipPos = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 ase_normal : NORMAL;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_tangent : TANGENT;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.vertex;
|
|
o.ase_normal = v.ase_normal;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_tangent = v.ase_tangent;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<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 , FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.worldPos;
|
|
#endif
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 uv_BaseMap = IN.ase_texcoord2.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
|
float2 break26_g818 = uv_BaseMap;
|
|
float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
|
|
float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
|
|
float2 appendResult14_g818 = (float2(( break26_g818.x * GlobalTilingX11 ) , ( break26_g818.y * GlobalTilingY8 )));
|
|
float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
|
|
float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
|
|
float2 appendResult13_g818 = (float2(( break26_g818.x + GlobalOffsetX10 ) , ( break26_g818.y + GlobalOffsetY9 )));
|
|
float2 uv_MetallicGlossMapMAHS = IN.ase_texcoord2.xy * _MetallicGlossMapMAHS_ST.xy + _MetallicGlossMapMAHS_ST.zw;
|
|
float2 break26_g622 = uv_MetallicGlossMapMAHS;
|
|
float2 appendResult14_g622 = (float2(( break26_g622.x * GlobalTilingX11 ) , ( break26_g622.y * GlobalTilingY8 )));
|
|
float2 appendResult13_g622 = (float2(( break26_g622.x + GlobalOffsetX10 ) , ( break26_g622.y + GlobalOffsetY9 )));
|
|
float4 tex2DNode3_g621 = tex2D( _MetallicGlossMapMAHS, ( ( appendResult14_g622 + appendResult13_g622 ) + float2( 0,0 ) ) );
|
|
float3 ase_worldTangent = IN.ase_texcoord3.xyz;
|
|
float3 ase_worldNormal = IN.ase_texcoord4.xyz;
|
|
float3 ase_worldBitangent = IN.ase_texcoord5.xyz;
|
|
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
|
|
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
|
|
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = normalize(ase_worldViewDir);
|
|
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
|
|
ase_tanViewDir = normalize(ase_tanViewDir);
|
|
float2 paralaxOffset38_g621 = ParallaxOffset( tex2DNode3_g621.b , _Parallax , ase_tanViewDir );
|
|
float2 switchResult37_g621 = (((ase_vface>0)?(paralaxOffset38_g621):(0.0)));
|
|
float2 Parallaxe494 = switchResult37_g621;
|
|
float4 tex2DNode7_g817 = tex2D( _BaseMap, ( ( appendResult14_g818 + appendResult13_g818 ) + Parallaxe494 ) );
|
|
float clampResult27_g817 = clamp( _Saturation , -1.0 , 100.0 );
|
|
float3 desaturateInitialColor29_g817 = ( _Color * tex2DNode7_g817 ).rgb;
|
|
float desaturateDot29_g817 = dot( desaturateInitialColor29_g817, float3( 0.299, 0.587, 0.114 ));
|
|
float3 desaturateVar29_g817 = lerp( desaturateInitialColor29_g817, desaturateDot29_g817.xxx, -clampResult27_g817 );
|
|
float4 temp_output_819_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g817 , 0.0 ));
|
|
float4 Albedo26 = temp_output_819_0;
|
|
|
|
|
|
float3 Albedo = Albedo26.rgb;
|
|
float Alpha = 1;
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
half4 color = half4( Albedo, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
Fallback "Hidden/InternalErrorShader"
|
|
|
|
} |