758 lines
23 KiB
Plaintext
758 lines
23 KiB
Plaintext
Shader /*ase_name*/ "Hidden/Universal/2D Custom Lit" /*end*/
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{
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Properties
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{
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/*ase_props*/
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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/*ase_subshader_options:Name=Additional Options
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Option:Vertex Position:Absolute,Relative:Relative
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Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Absolute:SetPortName:Sprite Lit:4,Vertex Position
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Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
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Relative:SetPortName:Sprite Lit:4,Vertex Offset
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Option:Debug Display:false,true:false
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true:SetDefine:pragma multi_compile _ DEBUG_DISPLAY
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false,disable:RemoveDefine:pragma multi_compile _ DEBUG_DISPLAY
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*/
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Tags
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{
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"RenderPipeline"="UniversalPipeline"
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"RenderType"="Transparent"
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"UniversalMaterialType" = "Lit"
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"Queue"="Transparent"
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"ShaderGraphShader"="true"
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"ShaderGraphTargetId"=""
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}
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite Off
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Offset 0,0
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ColorMask RGBA
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/*ase_stencil*/
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HLSLINCLUDE
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#pragma target 2.0
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
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ENDHLSL
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass*/
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Name "Sprite Lit"
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Tags
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{
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"LightMode" = "Universal2D"
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_COLOR
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#define VARYINGS_NEED_POSITION_WS
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_COLOR
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#define VARYINGS_NEED_SCREENPOSITION
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITELIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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/*ase_pragma*/
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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float4 color : TEXCOORD2;
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float4 screenPosition : TEXCOORD3;
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/*ase_interp(4,):sp=sp;uv0=tc0;wp=tc1;c=tc2;spn=tc3*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SurfaceDescription
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{
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float3 BaseColor;
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float Alpha;
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};
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half4 _RendererColor;
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/*ase_globals*/
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/*ase_funcs*/
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VertexOutput vert( VertexInput v /*ase_vert_input*/ )
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{
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VertexOutput o;
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ZERO_INITIALIZE(VertexOutput, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VNormal*/v.normal/*end*/;
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v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;4;-1;_VTangent*/v.tangent.xyz/*end*/;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
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o.positionCS = vertexInput.positionCS;
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o.positionWS.xyz = vertexInput.positionWS;
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o.texCoord0.xyzw = v.uv0;
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o.color.xyzw = v.color;
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o.screenPosition.xyzw = vertexInput.positionNDC;
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return o;
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}
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half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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/*ase_frag_code:IN=VertexOutput*/
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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surfaceDescription.BaseColor = /*ase_frag_out:Color;Float3;0;-1;_Color*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
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surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
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half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
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#if defined(DEBUG_DISPLAY)
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SurfaceData2D surfaceData;
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InitializeSurfaceData(color.rgb, color.a, surfaceData);
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InputData2D inputData;
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InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
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half4 debugColor = 0;
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SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
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if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
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{
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return debugColor;
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}
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#endif
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color *= IN.color * _RendererColor;
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return color;
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}
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ENDHLSL
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}
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass*/
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Name "Sprite Normal"
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Tags
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{
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"LightMode" = "NormalsRendering"
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define VARYINGS_NEED_NORMAL_WS
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#define VARYINGS_NEED_TANGENT_WS
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITENORMAL
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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/*ase_pragma*/
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/*ase_globals*/
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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/*ase_vdata:p=p;n=n;t=t*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float4 tangentWS : TEXCOORD1;
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/*ase_interp(2,):sp=sp;wn=tc0;wt=tc1*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SurfaceDescription
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{
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float3 NormalTS;
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float Alpha;
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};
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/*ase_funcs*/
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VertexOutput vert( VertexInput v /*ase_vert_input*/ )
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{
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VertexOutput o;
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ZERO_INITIALIZE(VertexOutput, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VNormal*/v.normal/*end*/;
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v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;4;-1;_VTangent*/v.tangent.xyz/*end*/;
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float3 positionWS = TransformObjectToWorld(v.positionOS);
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float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
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o.positionCS = TransformWorldToHClip(positionWS);
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o.normalWS.xyz = -GetViewForwardDir();
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o.tangentWS.xyzw = tangentWS;
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return o;
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}
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half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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/*ase_frag_code:IN=VertexOutput*/
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3(0.0f, 0.0f, 1.0f)/*end*/;
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surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
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half crossSign = (IN.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
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half3 bitangent = crossSign * cross(IN.normalWS.xyz, IN.tangentWS.xyz);
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half4 color = half4(1.0,1.0,1.0, surfaceDescription.Alpha);
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return NormalsRenderingShared(color, surfaceDescription.NormalTS, IN.tangentWS.xyz, bitangent, IN.normalWS);
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}
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ENDHLSL
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}
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass*/
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Name "SceneSelectionPass"
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Tags
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{
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"LightMode" = "SceneSelectionPass"
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}
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Cull Off
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Blend Off
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ZTest LEqual
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#define SCENESELECTIONPASS 1
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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/*ase_pragma*/
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/*ase_globals*/
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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/*ase_vdata:p=p;n=n;t=t*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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/*ase_interp(0,):sp=sp*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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int _ObjectId;
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int _PassValue;
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struct SurfaceDescription
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{
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float Alpha;
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};
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/*ase_funcs*/
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VertexOutput vert(VertexInput v /*ase_vert_input*/)
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{
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VertexOutput o;
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ZERO_INITIALIZE(VertexOutput, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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float3 positionWS = TransformObjectToWorld(v.positionOS);
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o.positionCS = TransformWorldToHClip(positionWS);
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return o;
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}
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half4 frag(VertexOutput IN/*ase_frag_input*/) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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/*ase_frag_code:IN=VertexOutput*/
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
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#if _ALPHATEST_ON
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float alphaClipThreshold = 0.01f;
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#if ALPHA_CLIP_THRESHOLD
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alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
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#endif
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clip(surfaceDescription.Alpha - alphaClipThreshold);
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#endif
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half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
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return outColor;
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}
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ENDHLSL
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}
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/*ase_pass*/
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Pass
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{
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/*ase_hide_pass*/
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Name "ScenePickingPass"
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Tags
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{
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"LightMode" = "Picking"
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}
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Cull Off
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Blend Off
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ZTest LEqual
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#define SCENEPICKINGPASS 1
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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/*ase_pragma*/
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/*ase_globals*/
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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/*ase_vdata:p=p;n=n;t=t*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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/*ase_interp(0,):sp=sp*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _SelectionID;
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struct SurfaceDescription
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{
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float Alpha;
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};
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/*ase_funcs*/
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VertexOutput vert(VertexInput v /*ase_vert_input*/ )
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{
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VertexOutput o;
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ZERO_INITIALIZE(VertexOutput, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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float3 positionWS = TransformObjectToWorld(v.positionOS);
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o.positionCS = TransformWorldToHClip(positionWS);
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return o;
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}
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half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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/*ase_frag_code:IN=VertexOutput*/
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
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#if _ALPHATEST_ON
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float alphaClipThreshold = 0.01f;
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#if ALPHA_CLIP_THRESHOLD
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alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
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#endif
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clip(surfaceDescription.Alpha - alphaClipThreshold);
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#endif
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half4 outColor = _SelectionID;
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return outColor;
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}
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ENDHLSL
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}
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/*ase_pass*/
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Pass
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{
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/*ase_main_pass*/
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Name "Sprite Forward"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_COLOR
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#define VARYINGS_NEED_POSITION_WS
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_COLOR
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#define FEATURES_GRAPH_VERTEX
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#define SHADERPASS SHADERPASS_SPRITEFORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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/*ase_unity_cond_begin:>=20220316*/
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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/*ase_unity_cond_end*/
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/*ase_unity_cond_begin:>=20220316*/
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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/*ase_unity_cond_end*/
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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/*ase_pragma*/
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/*ase_globals*/
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 uv0 : TEXCOORD0;
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float4 color : COLOR;
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/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float4 texCoord0 : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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float4 color : TEXCOORD2;
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/*ase_interp(3,):sp=sp;uv0=tc0;wp=tc1;c=tc2*/
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SurfaceDescription
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{
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float3 BaseColor;
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float Alpha;
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float3 NormalTS;
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};
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/*ase_funcs*/
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VertexOutput vert( VertexInput v /*ase_vert_input*/ )
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{
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VertexOutput o;
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ZERO_INITIALIZE(VertexOutput, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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/*ase_vert_code:v=VertexInput;o=VertexOutput*/
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3( 0, 0, 0 );
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#endif
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float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.positionOS.xyz = vertexValue;
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#else
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v.positionOS.xyz += vertexValue;
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#endif
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v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
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v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
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float3 positionWS = TransformObjectToWorld(v.positionOS);
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o.positionCS = TransformWorldToHClip(positionWS);
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o.positionWS.xyz = positionWS;
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o.texCoord0.xyzw = v.uv0;
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o.color.xyzw = v.color;
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return o;
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}
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half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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/*ase_frag_code:IN=VertexOutput*/
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SurfaceDescription surfaceDescription = (SurfaceDescription)0;
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surfaceDescription.BaseColor = /*ase_frag_out:Color;Float3;0;-1;_Color*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
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surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/float3(0.0f, 0.0f, 1.0f)/*end*/;
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surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
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half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
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#if defined(DEBUG_DISPLAY)
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SurfaceData2D surfaceData;
|
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InitializeSurfaceData(color.rgb, color.a, surfaceData);
|
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InputData2D inputData;
|
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InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
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half4 debugColor = 0;
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SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
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if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
|
{
|
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return debugColor;
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}
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#endif
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color *= IN.color;
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return color;
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}
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ENDHLSL
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}
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/*ase_pass_end*/
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}
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CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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FallBack "Hidden/Shader Graph/FallbackError"
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|
}
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