290 lines
39 KiB
Plaintext
Generated
290 lines
39 KiB
Plaintext
Generated
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3}
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m_Name: SRP Additional Light
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m_EditorClassIdentifier:
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m_functionInfo: "// Made with Amplify Shader Editor v1.9.7\n// Available at the
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Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=19700\nNode;AmplifyShaderEditor.CommentaryNode;217;-2384,-2720;Inherit;False;1216.846;399.0698;;6;32;231;216;215;182;214;Shadow
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Position;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;110;-896,800;Inherit;False;1314.099;1421.548;;13;162;160;16;159;131;15;161;170;164;14;18;169;163;Specular;0.06603771,0.06603771,0.06603771,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;111;-896,-1696;Inherit;False;1308.745;1105.061;;9;137;173;136;130;129;141;119;140;139;Lambert;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;112;-896,-464;Inherit;False;1314.889;1133.088;;9;167;171;152;151;150;153;146;145;144;HalfLambert;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;113;-896,-2720;Inherit;False;1312.265;898.0549;;8;122;175;120;121;138;115;116;114;Flat;0,0,0,1;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;109;-896,-3472;Inherit;False;683.4534;503.7656;Notes
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Additional Directives ;;0,0,0,1;Unlit URP 10x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX
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_ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit
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URP 12x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit URP 14x$#pragma multi_compile
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_ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment
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_ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit URP
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15x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit
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URP 16x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit
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URP 17x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
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multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$;0;0\nNode;AmplifyShaderEditor.GetLocalVarNode;114;-704,-2624;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;116;-736,-2528;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.GetLocalVarNode;115;-672,-2432;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;138;128,-2624;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;121;-256,-2624;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
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(uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
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>= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\tColor +=
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light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t}$#endif$return
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Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask10x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;120;-256,-2528;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
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lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition)@$\t\t#endif$\t\tColor += light.color *(light.distanceAttenuation
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* light.shadowAttenuation)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask12x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;175;-256,-2304;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
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+= Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
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inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
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= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
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pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop]
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for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
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lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
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GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask17x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;122;-256,-2432;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
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+= Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
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inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
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= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
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pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor
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(uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
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lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
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GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask14x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;139;-672,-1312;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;140;-736,-1504;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;119;-704,-1600;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;141;-736,-1408;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;129;-256,-1600;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
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(uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
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>= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
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= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
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+=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\t}$#endif$return
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Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;130;-256,-1472;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
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lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
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WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
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* light.shadowAttenuation)@$\t\tColor +=LightingLambert(AttLightColor, light.direction,
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WorldNormal)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;136;-256,-1344;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
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AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
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)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
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)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
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= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
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= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
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USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
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MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
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light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;173;-256,-1200;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
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AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
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)@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
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)@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
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= ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
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= GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
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USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
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MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
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light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
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_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask17x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;137;128,-1600;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;163;-672,1424;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;169;-736,1536;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionInput;18;-672,1344;Inherit;False;Smoothness;1;4;False;1;0;FLOAT;0.5;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionInput;14;-672,1248;Inherit;False;Specular
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Color;3;3;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;164;-256,1328;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
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+ 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color
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* ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular(
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AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
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Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV
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= ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers =
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GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if
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USE_FORWARD_PLUS$for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
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MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR(
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light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
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GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask14x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;170;-256,1568;Inherit;False;float3
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Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
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+ 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color
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* ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular(
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AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
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Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV
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= ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers =
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GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if
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USE_FORWARD_PLUS$[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
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MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light
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light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR(
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light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
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GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
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(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
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light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask17x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;144;-704,-368;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;145;-736,-272;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;146;-672,-80;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;153;-736,-176;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;161;160,912;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput;15;-640,1120;Inherit;False;View
|
|
Dir;3;2;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;131;-736,992;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;159;-704,912;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.ViewDirInputsCoordNode;16;-848,1120;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode;160;-256,912;Inherit;False;float3
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|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
|
|
lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex
|
|
< lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light
|
|
= GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
|
|
= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+= LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor,
|
|
0), Smoothness)@\t$\t}$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask10x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;162;-256,1120;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
|
|
lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\t#if
|
|
ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition,
|
|
ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3
|
|
AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+= LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor,
|
|
0), Smoothness)@\t$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask12x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;150;-256,-368;Inherit;False;float3
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Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
|
|
(uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
|
|
>= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
|
|
= light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
|
|
+=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\t}$#endif$return
|
|
Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;151;-256,-240;Inherit;False;float3
|
|
Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
|
|
lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
|
|
WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
|
|
WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
|
|
* light.shadowAttenuation)@$\t\tColor +=(dot(light.direction, WorldNormal)*0.5+0.5
|
|
)* AttLightColor@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;152;-256,-112;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
|
|
inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
|
|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
|
|
pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor
|
|
(uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
|
lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;171;-256,32;Inherit;False;float3
|
|
Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
|
|
AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
|
|
)@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
|
|
inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
|
|
= WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
|
|
pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop]
|
|
for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
|
|
lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
|
|
GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
|
|
(IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
|
|
light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
|
|
_LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
|
|
light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask17x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;167;128,-368;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;185;-1472,-2144;Inherit;False;worldNormalValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;183;-1952,-1552;Inherit;False;ScreenUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;214;-1904,-2656;Inherit;False;9;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;182;-1424,-2656;Inherit;False;shadowMaskValue;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;215;-2144,-2656;Half;False;#if
|
|
defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$return SAMPLE_SHADOWMASK(
|
|
LightmapUV.xy )@$#elif !defined (LIGHTMAP_ON)$return unity_ProbesOcclusion@$#else$return
|
|
half4( 1, 1, 1, 1 )@$#endif;4;Create;1;True;LightmapUV;FLOAT2;0,0;In;;Inherit;False;Calculate
|
|
Shadow Mask 10x;True;False;0;;False;1;0;FLOAT2;0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;216;-2144,-2560;Half;False;#if
|
|
defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$half4 shadowMask = inputData.shadowMask@$#elif
|
|
!defined (LIGHTMAP_ON)$half4 shadowMask = unity_ProbesOcclusion@$#else$half4
|
|
shadowMask = half4(1, 1, 1, 1)@$#endif$$return shadowMask@$;4;Create;0;Calculate
|
|
Shadow Mask;True;False;0;;False;0;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionNode;231;-2352,-2656;Inherit;False;Lightmap
|
|
UV;-1;;1;1940f027d0458684eb0ad486f669d7d5;1,1,0;0;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionInput;32;-1648,-2656;Inherit;False;Shadow
|
|
Mask;4;5;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.Vector3Node;10;-2352,-2144;Inherit;False;Constant;_Vector0;Vector
|
|
0;0;0;Create;True;0;0;0;False;0;False;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionInput;11;-2000,-1984;Inherit;False;World
|
|
Normal;3;1;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwizzleNode;76;-2112,-1552;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionSwitch;9;-1792,-2144;Inherit;False;Normal
|
|
Space;False;0;2;1;Tangent Space;World Space;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WorldNormalVector;4;-2208,-1984;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldNormalVector;12;-2000,-2144;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldPosInputsNode;3;-2352,-1168;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.ScreenPosInputsNode;73;-2336,-1552;Inherit;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.FunctionInput;2;-2160,-2144;Inherit;False;Normal;3;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;184;-2128,-1168;Inherit;False;worldPosValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;232;768,880;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;234;704,944;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;191;752,928;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;21;1440,-2480;Inherit;False;Constant;_Vector1;Vector
|
|
1;0;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionSwitchByPipeline;19;1696,-2624;Inherit;False;4;0;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;218;1344,-2368;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;230;1312,-2336;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;6;1408,-2624;Inherit;False;Lighting
|
|
Mode;False;0;3;0;Flat;Lambert;Specular;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;189;720,-400;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;235;704,-352;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;238;656,-336;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;23;1120,-2544;Inherit;False;Half
|
|
Lambert;True;0;2;2;In 0;In 1;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;186;688,-2480;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;188;720,-2416;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;190;752,-2320;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;180;784,-2624;Inherit;False;LightingMode(
|
|
Flat );1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;179;784,-2544;Inherit;False;LightingMode(
|
|
Lambert );1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;178;784,-2464;Inherit;False;LightingMode(
|
|
Lambert Half );1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;177;784,-2368;Inherit;False;LightingMode(
|
|
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m_functionName:
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m_description: 'Returns SRP''s additional lights information calculated with the
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selected lighting mode.
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Shadow mask option only applied on SRP 10 or greater.
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Forward rendering only.'
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m_moduleName: ' Additional Directives'
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m_shaderFunctionDirectives: []
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LineValue: multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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LineValue: multi_compile _ _LIGHT_LAYERS
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