Files
MinFt/Client/Assets/Test/Shader/WetObjectsOpaqueLite.shader
2026-04-27 12:07:32 +08:00

2816 lines
111 KiB
GLSL

Shader "Bamboo/WetObjectOpaqueLite"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[Space(35)][Header(Main Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0)
_Color("Color", Color) = (1,1,1,0)
[Toggle]_InvertABaseColor("Invert Alpha", Float) = 0
_BaseMap("Base Color -->(Mask A)", 2D) = "white" {}
_Saturation("Saturation", Float) = 0
_Brightness("Brightness", Range( 1 , 8)) = 1
[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Normal Intensity", Float) = 0.3
[Space(35)]_MetallicGlossMapMAHS("Mask Map -->M(R) - Ao(G) - H(B) - S(A)", 2D) = "white" {}
_Metallic("Metallic", Range( 0 , 2)) = 0
_Glossiness("Smoothness", Range( 0 , 2)) = 0.5
[Space(15)]_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0
_AoIntensity("Ao Intensity", Range( 0 , 2)) = 0
[HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
_EmissionMap("Emission Map", 2D) = "white" {}
_EmissionIntensity("Intensity", Range( 0 , 2)) = 1
[Space(35)][Header(Rain Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_GradientTexRain1("Gradient Tex --> DropLRamp(R) DropFade(G) DripLRamp(B) DripLMask(A) ", 2D) = "white" {}
[Space(15)][KeywordEnum(Additive,Lighten)] _BlendingModeDrops("Blending Mode", Float) = 0
_NormalDrop("Normal Drop", Float) = 1
_SmoothnessDrop("Smoothness Drop", Range( 0 , 1)) = 0.2
[Space(15)][Header(__________ Rain Drops __________)][Space(15)]_Intensity("Intensity", Range( 0 , 1)) = 1
_Tiling("Tiling", Float) = 5
_SplashSpeed("Splash Speed", Range( 0 , 1)) = 0.1
[Space(10)]_Size("Size", Range( 0 , 1)) = 0.5
_DotFalloff("Falloff", Range( 0 , 1)) = 1
_Noisescale("Noise scale", Float) = 5
[Space(15)][Header(Drop Top)][Toggle]_UseBaseColorAlphaMaskTop("Use BaseColor Alpha Mask", Float) = 0
_DropTopIntensity("Intensity", Range( 0 , 1)) = 1
[Space(15)][Header(Drop Side)][Toggle]_EnableDropSide("Enable", Float) = 0
[Space(10)][Toggle]_UseBaseColorAlphaMaskSide("Use BaseColor Alpha Mask", Float) = 0
_DropSideIntensity("Intensity", Range( 0 , 1)) = 1
[Space(35)][Header(__________ Rain Drip Line __________)][Space(15)]_Amount("Amount", Float) = 8
[Toggle]_UseBaseColorAlphaMaskSide1("Use BaseColor Alpha Mask", Float) = 0
[Space(10)]_IntensityDripLine("Intensity", Range( 0 , 3)) = 2
[Space(15)]_DripLineContrast("Contrast ", Float) = 1
_TilingHorizontal("Tiling Horizontal", Float) = 1
_TilingVertical("Tiling Vertical", Float) = 1
[Space(15)]_DripLineSpeed("Speed", Float) = 1
_RandomMax("Range Speed", Range( 0.1 , 10)) = 0.3
_RandomPosition("Random Position", Float) = 1
[Space(15)][Header(Trail of drop)][Toggle(_ENABLETRAILOFDROP_ON)] _EnableTrailOfDrop("Enable", Float) = 0
[Space(10)]_TrailDropContrast("Contrast ", Float) = 1
_TrailDropTiling("Tiling", Float) = 40
[Space(10)]_TrailDropSpeed("Speed", Float) = 0.2
_TrailDropSize("Shrink", Float) = 4
[Space(25)][Toggle]_EnableRandomMask("Enable Random Mask", Float) = 0
_GrowMask("Grow Mask", Range( 1 , 10)) = 1
[Toggle]_EnableProjectionGrid("Enable Projection Grid", Float) = 0
[Space(45)][Header(Reflection Properties________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________)][Space(15)]_ColorCubemap1("Color ", Color) = (1,1,1,1)
[HDR]_Cubemap("Cubemap", CUBE) = "black" {}
[Space(10)]_ReflectionIntensity("Intensity", Range( 0 , 10)) = 0.2
_BlurReflection("Blur", Range( 0 , 7)) = 0.5
[KeywordEnum(All,RainDrops,DropOnly,DripLineOnly)] _Reflected("Reflected", Float) = 0
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
AlphaToMask Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
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 multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_FORWARD
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#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_local _BLENDINGMODEDROPS_ADDITIVE _BLENDINGMODEDROPS_LIGHTEN
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 lightmapUVOrVertexSH : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 screenPos : TEXCOORD6;
#endif
float4 ase_texcoord7 : TEXCOORD7;
float4 ase_texcoord8 : TEXCOORD8;
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 _GradientTexRain1;
sampler2D _BumpMap;
sampler2D _EmissionMap;
samplerCUBE _Cubemap;
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);
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"
}