Shader /*ase_name*/ "Hidden/Universal/Unlit" /*end*/ { Properties { /*ase_props*/ //_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 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 } SubShader { /*ase_subshader_options:Name=Additional Options Option:Surface:Opaque,Transparent:Opaque Opaque:SetPropertyOnSubShader:RenderType,Opaque Opaque:SetPropertyOnSubShader:RenderQueue,Geometry Opaque:SetPropertyOnPass:Forward:ZWrite,On Opaque:HideOption: Blend Opaque:RemoveDefine:_SURFACE_TYPE_TRANSPARENT 1 Opaque:HidePort:Forward:Alpha Opaque:RefreshOption:Alpha Clipping Opaque:ExcludePass:Universal2D Opaque:ExcludePass:DepthNormalsOnly Transparent:SetPropertyOnSubShader:RenderType,Transparent Transparent:SetPropertyOnSubShader:RenderQueue,Transparent Transparent:SetPropertyOnPass:Forward:ZWrite,Off Transparent:ShowOption: Blend Transparent:SetDefine:_SURFACE_TYPE_TRANSPARENT 1 Transparent:ShowPort:Forward:Alpha Transparent:ExcludePass:Universal2D Transparent:ExcludePass:DepthNormalsOnly Option: Blend:Alpha,Premultiply,Additive,Multiply:Alpha Alpha:SetPropertyOnPass:Forward:BlendRGB,SrcAlpha,OneMinusSrcAlpha Premultiply:SetPropertyOnPass:Forward:BlendRGB,One,OneMinusSrcAlpha Additive:SetPropertyOnPass:Forward:BlendRGB,One,One Multiply:SetPropertyOnPass:Forward:BlendRGB,DstColor,Zero Alpha,Premultiply,Additive:SetPropertyOnPass:Forward:BlendAlpha,One,OneMinusSrcAlpha Multiply:SetPropertyOnPass:Forward:BlendAlpha,One,Zero disable:SetPropertyOnPass:Forward:BlendRGB,One,Zero disable:SetPropertyOnPass:Forward:BlendAlpha,One,Zero Option:Two Sided:On,Cull Back,Cull Front:Cull Back On:SetPropertyOnSubShader:CullMode,Off Cull Back:SetPropertyOnSubShader:CullMode,Back Cull Front:SetPropertyOnSubShader:CullMode,Front Option:Alpha Clipping:false,true:true true:ShowPort:Forward:Alpha true:ShowPort:Forward:Alpha Clip Threshold true?Cast Shadows=true:ShowOption: Use Shadow Threshold true?Surface=Opaque:SetPropertyOnSubShader:RenderType,TransparentCutout true?Surface=Opaque:SetPropertyOnSubShader:RenderQueue,AlphaTest true:SetDefine:Forward:pragma multi_compile_fragment _ALPHATEST_ON true:SetDefine:Meta:pragma multi_compile_fragment _ALPHATEST_ON true:SetDefine:Universal2D:pragma multi_compile_fragment _ALPHATEST_ON true:SetDefine:ShadowCaster:pragma multi_compile _ALPHATEST_ON true:SetDefine:DepthOnly:pragma multi_compile _ALPHATEST_ON true:SetDefine:DepthNormals:pragma multi_compile _ALPHATEST_ON false:HidePort:Forward:Alpha Clip Threshold false:SetOption: Use Shadow Threshold,0 false:HideOption: Use Shadow Threshold false:RefreshOption:Surface false:RemoveDefine:Forward:pragma multi_compile_fragment _ALPHATEST_ON false:RemoveDefine:Meta:pragma multi_compile_fragment _ALPHATEST_ON false:RemoveDefine:Universal2D:pragma multi_compile_fragment _ALPHATEST_ON false:RemoveDefine:ShadowCaster:pragma multi_compile _ALPHATEST_ON false:RemoveDefine:DepthOnly:pragma multi_compile _ALPHATEST_ON false:RemoveDefine:DepthNormals:pragma multi_compile _ALPHATEST_ON Option: Use Shadow Threshold:false,true:false true:ShowPort:Forward:Alpha Clip Threshold Shadow true:SetDefine:_ALPHATEST_SHADOW_ON 1 false,disable:RemoveDefine:_ALPHATEST_SHADOW_ON 1 false,disable:HidePort:Forward:Alpha Clip Threshold Shadow Option:Forward Only:false,true:false false,disable:SetPropertyOnPass:Forward:ChangeTagValue,LightMode,UniversalForward false,disable:SetPropertyOnPass:DepthNormals:ChangeTagValue,LightMode,DepthNormals true:SetPropertyOnPass:Forward:ChangeTagValue,LightMode,UniversalForwardOnly true:SetPropertyOnPass:DepthNormals:ChangeTagValue,LightMode,DepthNormalsOnly Option:Cast Shadows:false,true:true true:IncludePass:ShadowCaster false,disable:ExcludePass:ShadowCaster true?Alpha Clipping=true:ShowOption: Use Shadow Threshold false:HideOption: Use Shadow Threshold Option:Receive Shadows:false,true:true true:SetDefine:Forward:pragma shader_feature_local _RECEIVE_SHADOWS_OFF false:RemoveDefine:Forward:pragma shader_feature_local _RECEIVE_SHADOWS_OFF Option:GPU Instancing:false,true:true true:SetDefine:Forward:pragma multi_compile_instancing true:SetDefine:ShadowCaster:pragma multi_compile_instancing true:SetDefine:DepthOnly:pragma multi_compile_instancing true:SetDefine:DepthNormals:pragma multi_compile_instancing false:RemoveDefine:Forward:pragma multi_compile_instancing false:RemoveDefine:ShadowCaster:pragma multi_compile_instancing false:RemoveDefine:DepthOnly:pragma multi_compile_instancing false:RemoveDefine:DepthNormals:pragma multi_compile_instancing true:SetDefine:Forward:pragma instancing_options renderinglayer false:RemoveDefine:Forward:pragma instancing_options renderinglayer Option:LOD CrossFade:false,true:true true:SetDefine:Forward:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE true:SetDefine:ShadowCaster:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE true:SetDefine:DepthOnly:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE true:SetDefine:DepthNormals:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE false:RemoveDefine:Forward:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE false:RemoveDefine:ShadowCaster:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE false:RemoveDefine:DepthOnly:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE false:RemoveDefine:DepthNormals:pragma multi_compile_fragment _ LOD_FADE_CROSSFADE Option:Built-in Fog:false,true:true true:SetDefine:Forward:pragma multi_compile_fog false:RemoveDefine:Forward:pragma multi_compile_fog true:SetDefine:ASE_FOG 1 false:RemoveDefine:ASE_FOG 1 Option:Meta Pass:false,true:false true:IncludePass:Meta true:ShowPort:Forward:Baked Albedo true:ShowPort:Forward:Baked Emission false,disable:ExcludePass:Meta false:HidePort:Forward:Baked Albedo false:HidePort:Forward:Baked Emission Option:Extra Pre Pass:false,true:false true:IncludePass:ExtraPrePass false,disable:ExcludePass:ExtraPrePass Option:Tessellation:false,true:false true:SetDefine:ASE_TESSELLATION 1 true:SetDefine:pragma require tessellation tessHW true:SetDefine:pragma hull HullFunction true:SetDefine:pragma domain DomainFunction true:ShowOption: Phong true:ShowOption: Type false,disable:RemoveDefine:ASE_TESSELLATION 1 false,disable:RemoveDefine:pragma require tessellation tessHW false,disable:RemoveDefine:pragma hull HullFunction false,disable:RemoveDefine:pragma domain DomainFunction false,disable:HideOption: Phong false,disable:HideOption: Type Option: Phong:false,true:false true:SetDefine:ASE_PHONG_TESSELLATION false,disable:RemoveDefine:ASE_PHONG_TESSELLATION true:ShowOption: Strength false,disable:HideOption: Strength Field: Strength:Float:0.5:0:1:_TessPhongStrength Change:SetMaterialProperty:_TessPhongStrength Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 Option: Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed Fixed:SetDefine:ASE_FIXED_TESSELLATION Fixed,Distance Based:ShowOption: Tess Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION Distance Based:ShowOption: Min Distance Based:ShowOption: Max Edge Length:SetDefine:ASE_LENGTH_TESSELLATION Edge Length,Edge Length Cull:ShowOption: Edge Length Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION Edge Length Cull:ShowOption: Max Displacement disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION disable,Edge Length,Edge Length Cull:HideOption: Tess disable,Fixed,Edge Length,Edge Length Cull:HideOption: Min disable,Fixed,Edge Length,Edge Length Cull:HideOption: Max disable,Fixed,Distance Based:HideOption: Edge Length disable,Fixed,Distance Based,Edge Length:HideOption: Max Displacement Field: Tess:Float:16:1:32:_TessValue Change:SetMaterialProperty:_TessValue Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16 Field: Min:Float:10:_TessMin Change:SetMaterialProperty:_TessMin Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10 Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10 Field: Max:Float:25:_TessMax Change:SetMaterialProperty:_TessMax Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25 Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25 Field: Edge Length:Float:16:2:50:_TessEdgeLength Change:SetMaterialProperty:_TessEdgeLength Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16 Field: Max Displacement:Float:25:_TessMaxDisp Change:SetMaterialProperty:_TessMaxDisp Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25 Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25 Option:Write Depth:false,true:false true:SetDefine:ASE_DEPTH_WRITE_ON true:ShowOption: Early Z true:ShowPort:Forward:Depth Value false,disable:RemoveDefine:ASE_DEPTH_WRITE_ON false,disable:HideOption: Early Z false,disable:HidePort:Forward:Depth Value Option: Early Z:false,true:false true:SetDefine:ASE_EARLY_Z_DEPTH_OPTIMIZE false,disable:RemoveDefine:ASE_EARLY_Z_DEPTH_OPTIMIZE Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:Forward:5,Vertex Position Relative:SetPortName:Forward:5,Vertex Offset Absolute:SetPortName:ExtraPrePass:3,Vertex Position Relative:SetPortName:ExtraPrePass:3,Vertex Offset */ Tags { "RenderPipeline" = "UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry+0" "UniversalMaterialType"="Unlit" } Cull Back AlphaToMask Off /*ase_stencil*/ HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #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 /*ase_pass*/ Pass { Name "ExtraPrePass" Tags{ } Blend One Zero Cull Back ZWrite On ZTest LEqual Offset 0,0 ColorMask RGBA /*ase_stencil*/ HLSLPROGRAM /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma vertex vert #pragma fragment frag /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ #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 defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif /*ase_pragma*/ struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD3; #endif /*ase_interp(4,):sp=sp;wp=tc1;sc=tc2*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ PackedVaryings VertexFunction( Attributes input /*ase_vert_input*/ ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexP*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;4;-1;_NormalP*/input.normalOS/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); /*ase_local_var:wp*/float3 WorldPosition = input.positionWS; /*ase_local_var:wvd*/float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); /*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 ); /*ase_local_var:sp*/float4 ClipPos = input.clipPosV; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif /*ase_frag_code:input=PackedVaryings*/ float3 Color = /*ase_frag_out:Color;Float3;0;-1;_ColorP*/float3( 0, 0, 0 )/*end*/; float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_AlphaP*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClipP*/0.5/*end*/; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord); #else Color.rgb = MixFog(Color.rgb, inputData.fogCoord); #endif #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif return half4( Color, Alpha ); } ENDHLSL } /*ase_pass*/ Pass { /*ase_main_pass*/ Name "Forward" Tags { "LightMode" = "UniversalForwardOnly" } Blend One Zero ZWrite On ZTest LEqual Offset 0,0 ColorMask RGBA /*ase_stencil*/ HLSLPROGRAM /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 /*ase_srp_cond_begin:<140007*/ #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS /*ase_srp_cond_end*/ #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_srp_cond_begin:>=140010*/ #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:<140010*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif /*ase_pragma*/ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;n=n;uv0=tc0;uv1=tc1;uv2=tc2*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD2; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD3; #endif #if defined(LIGHTMAP_ON) float4 lightmapUVOrVertexSH : TEXCOORD4; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD5; #endif /*ase_interp(6,):sp=sp;wp=tc1;sc=tc3*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ PackedVaryings VertexFunction( Attributes input /*ase_vert_input*/ ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;5;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;6;-1;_Normal*/input.normalOS/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif /*ase_local_var:wp*/float3 WorldPosition = input.positionWS; /*ase_local_var:wvd*/float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); /*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 ); /*ase_local_var:sp*/float4 ClipPos = input.clipPosV; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif /*ase_frag_code:input=PackedVaryings*/ float3 BakedAlbedo = /*ase_frag_out:Baked Albedo;Float3;0;-1;_Albedo*/0/*end*/; float3 BakedEmission = /*ase_frag_out:Baked Emission;Float3;1;-1;_Emission*/0/*end*/; float3 Color = /*ase_frag_out:Color;Float3;2;-1;_Color*/float3(0.5, 0.5, 0.5)/*end*/; float Alpha = /*ase_frag_out:Alpha;Float;3;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;4;-1;_AlphaClip*/0.5/*end*/; float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;7;-1;_AlphaClipShadow*/0.5/*end*/; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = /*ase_frag_out:Depth Value;Float;17;-1;_DepthValue*/input.positionCS.z/*end*/; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; #if defined(_DBUFFER) ApplyDecalToBaseColor(input.positionCS, Color); #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord); #else Color.rgb = MixFog(Color.rgb, inputData.fogCoord); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif return half4( Color, Alpha ); } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_SHADOWCASTER /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #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" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif /*ase_pragma*/ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD1; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif /*ase_interp(3,):sp=sp;wp=tc1;sc=tc2*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ float3 _LightDirection; float3 _LightPosition; PackedVaryings VertexFunction( Attributes input/*ase_vert_input*/ ) { PackedVaryings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/input.normalOS/*end*/; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, 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 = positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = positionCS; output.clipPosV = positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) /*ase_local_var:wp*/float3 WorldPosition = input.positionWS; #endif /*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 ); /*ase_local_var:sp*/float4 ClipPos = input.clipPosV; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif /*ase_frag_code:input=PackedVaryings*/ float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;4;-1;_AlphaClipShadow*/0.5/*end*/; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = /*ase_frag_out:Depth Value;Float;17;-1;_DepthValue*/input.positionCS.z/*end*/; #endif #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma vertex vert #pragma fragment frag /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #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" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif /*ase_pragma*/ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD1; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif /*ase_interp(3,):sp=sp;wp=tc1;sc=tc2*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ PackedVaryings VertexFunction( Attributes input /*ase_vert_input*/ ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/input.normalOS/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) /*ase_local_var:wp*/float3 WorldPosition = input.positionWS; #endif /*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 ); /*ase_local_var:sp*/float4 ClipPos = input.clipPosV; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif /*ase_frag_code:input=PackedVaryings*/ float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = /*ase_frag_out:Depth Value;Float;17;-1;_DepthValue*/input.positionCS.z/*end*/; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "Meta" Tags { "LightMode" = "Meta" } Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #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" /*ase_pragma*/ struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vdata:p=p;n=n;uv1=tc1;uv2=tc2*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif /*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif /*ase_globals*/ /*ase_funcs*/ PackedVaryings VertexFunction( Attributes input /*ase_vert_input*/ ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_Normal*/input.normalOS/*end*/; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = positionWS; #endif output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.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 = output.positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) /*ase_local_var:wp*/float3 WorldPosition = input.positionWS; #endif /*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif /*ase_frag_code:input=PackedVaryings*/ float3 BakedAlbedo = /*ase_frag_out:Baked Albedo;Float3;0;-1;_Albedo*/0/*end*/; float3 BakedEmission = /*ase_frag_out:Baked Emission;Float3;1;-1;_Emission*/0/*end*/; float Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/0.5/*end*/; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BakedAlbedo; metaInput.Emission = BakedEmission; return MetaFragment(metaInput); } ENDHLSL } /*ase_pass*/ Pass // -- DEPRECATED -- { /*ase_hide_pass:SyncP*/ Name "Universal2D" Tags { "LightMode" = "Universal2D" } Blend One Zero ZWrite On ZTest LEqual Offset 0,0 ColorMask RGBA /*ase_stencil*/ HLSLPROGRAM #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_srp_cond_begin:>=140010*/ #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:<140010*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" /*ase_pragma*/ struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef ASE_FOG float fogFactor : TEXCOORD2; #endif /*ase_interp(3,):sp=sp;wp=tc0;sc=tc1*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_globals*/ /*ase_funcs*/ PackedVaryings vert( Attributes input /*ase_vert_input*/ ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;5;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;6;-1;_Normal*/input.normalOS/*end*/; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif #ifdef ASE_FOG output.fogFactor = ComputeFogFactor( positionCS.z ); #endif output.positionCS = positionCS; return output; } half4 frag ( PackedVaryings input /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) /*ase_local_var:wp*/float3 WorldPosition = input.positionWS; #endif /*ase_local_var:sc*/float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif /*ase_frag_code:input=PackedVaryings*/ float3 BakedAlbedo = /*ase_frag_out:Baked Albedo;Float3;0;-1;_Albedo*/0/*end*/; float3 BakedEmission = /*ase_frag_out:Baked Emission;Float3;1;-1;_Emission*/0/*end*/; float3 Color = /*ase_frag_out:Color;Float3;2;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/; float Alpha = /*ase_frag_out:Alpha;Float;3;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;4;-1;_AlphaClip*/0.5/*end*/; float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;7;-1;_AlphaClipShadow*/0.5/*end*/; #ifdef _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(input.positionCS, Color); #endif #ifdef ASE_FOG Color = MixFog( Color, input.fogFactor ); #endif return half4( Color, Alpha ); } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/TextureStack.hlsl" /*ase_srp_cond_begin:>=140010*/ #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:<140010*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" /*ase_pragma*/ struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; /*ase_interp(0,):sp=sp*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ int _ObjectId; int _PassValue; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input /*ase_vert_input*/ ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/input.normalOS/*end*/; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input /*ase_frag_input*/) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:input=PackedVaryings*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ScenePickingPass" Tags { "LightMode" = "Picking" } AlphaToMask Off HLSLPROGRAM /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/TextureStack.hlsl" /*ase_srp_cond_begin:>=140010*/ #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:<140010*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif /*ase_pragma*/ struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; /*ase_interp(0,):sp=sp*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input /*ase_vert_input*/ ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/input.normalOS/*end*/; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input /*ase_frag_input*/) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; /*ase_frag_code:input=PackedVaryings*/ surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; outColor = _SelectionID; return outColor; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "DepthNormals" Tags { "LightMode" = "DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT /*ase_srp_cond_begin:<140007*/ #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS /*ase_srp_cond_end*/ #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/TextureStack.hlsl" /*ase_srp_cond_begin:>=140010*/ #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:<140010*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif /*ase_pragma*/ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; float3 normalWS : TEXCOORD2; /*ase_interp(3,):sp=sp;wp=tc1;wn=tc2*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction( Attributes input /*ase_vert_input*/ ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/input.normalOS/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = TransformObjectToWorldNormal( input.normalOS ); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif void frag(PackedVaryings input , out half4 outNormalWS : SV_Target0 #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif /*ase_frag_input*/ ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); /*ase_local_var:wp*/float3 WorldPosition = input.positionWS; /*ase_local_var:wn*/float3 WorldNormal = input.normalWS; /*ase_local_var:sp*/float4 ClipPos = input.clipPosV; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( input.clipPosV ); /*ase_frag_code:input=PackedVaryings*/ float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = /*ase_frag_out:Depth Value;Float;17;-1;_DepthValue*/input.positionCS.z/*end*/; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float3 normalWS = normalize(input.normalWS); float2 octNormalWS = PackNormalOctQuadEncode(normalWS); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else float3 normalWS = input.normalWS; outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } /*ase_pass*/ Pass // -- DEPRECATED -- { /*ase_hide_pass*/ Name "DepthNormalsOnly" Tags { "LightMode" = "DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore /*ase_srp_cond_begin:<140007*/ #pragma multi_compile _ DOTS_INSTANCING_ON /*ase_srp_cond_end*/ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT /*ase_srp_cond_begin:<140007*/ #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS /*ase_srp_cond_end*/ #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #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/TextureStack.hlsl" /*ase_srp_cond_begin:>=140010*/ #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_srp_cond_end*/ /*ase_srp_cond_begin:<140010*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif /*ase_pragma*/ struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; /*ase_vdata:p=p;n=n*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 normalWS : TEXCOORD1; /*ase_interp(2,):sp=sp;wn=tc0*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END /*ase_globals*/ /*ase_funcs*/ struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input /*ase_vert_input*/ ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); /*ase_vert_code:input=Attributes;output=PackedVaryings*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/input.normalOS/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.normalWS = TransformObjectToWorldNormal( input.normalOS ); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; /*ase_vcontrol*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; /*ase_control_code:input=Attributes;output=VertexControl*/ return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/; float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; /*ase_domain_code:patch=VertexControl;output=Attributes;bary=SV_DomainLocation*/ #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input /*ase_frag_input*/) : SV_Target { /*ase_local_var:sp*/float4 ClipPos = input.clipPosV; /*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( input.clipPosV ); /*ase_frag_code:input=PackedVaryings*/ float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/; float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/; #if _ALPHATEST_ON clip( Alpha - AlphaClipThreshold ); #endif return half4( NormalizeNormalPerPixel( input.normalWS ), 0.0 ); } ENDHLSL } /*ase_pass_end*/ } /*ase_lod*/ CustomEditor "UnityEditor.ShaderGraphUnlitGUI" FallBack "Hidden/Shader Graph/FallbackError" }